mirror of
https://github.com/ElHombreAlex/FTL-Faster-Than-Light-VR.git
synced 2026-10-04 22:00:06 +02:00
V0.1
First publishable version of the mod
This commit is contained in:
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* text=auto eol=lf
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*.md text eol=lf
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*.py text eol=lf
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*.gd text eol=lf
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*.gdshader text eol=lf
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*.lua text eol=lf
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*.js text eol=lf
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*.json text eol=lf
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*.yml text eol=lf
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*.cmd text eol=crlf
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# Keep upstream notices and their recorded SHA-256 hashes stable on checkout.
|
||||
licenses/* -text
|
||||
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|
||||
name: Bug report
|
||||
description: Report a reproducible setup, gameplay, input or rendering issue.
|
||||
title: "[Bug] "
|
||||
body:
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
Please check docs/TROUBLESHOOTING.md first. Do not attach game files, extracted assets, saves or unreviewed logs containing personal paths. Use small redacted log excerpts where useful.
|
||||
- type: textarea
|
||||
id: versions
|
||||
attributes:
|
||||
label: Versions and hardware
|
||||
description: Windows, source revision, FTL source/lab version, Hyperspace, Godot, Python, SteamVR, headset/controllers and GPU.
|
||||
validations:
|
||||
required: true
|
||||
- type: dropdown
|
||||
id: mode
|
||||
attributes:
|
||||
label: Where does it happen?
|
||||
options:
|
||||
- Live VR
|
||||
- Live desktop
|
||||
- Setup/preflight
|
||||
- Synthetic demo or source tests
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: steps
|
||||
attributes:
|
||||
label: Steps to reproduce
|
||||
description: Include the hand-screen page, buttons pressed, ship/system or encounter involved, and how often it occurs.
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: result
|
||||
attributes:
|
||||
label: Expected and actual behavior
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: evidence
|
||||
attributes:
|
||||
label: Redacted logs or measurements
|
||||
description: For performance, say whether you measured headset FPS/frame times or Tactical texture updates. For tracking, include the interaction profile if known.
|
||||
@@ -0,0 +1,22 @@
|
||||
name: Feature or compatibility request
|
||||
description: Suggest a concrete improvement or offer to test another configuration.
|
||||
title: "[Idea] "
|
||||
body:
|
||||
- type: textarea
|
||||
id: problem
|
||||
attributes:
|
||||
label: What would this improve?
|
||||
description: Describe the player situation, device or game interaction.
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: proposal
|
||||
attributes:
|
||||
label: Suggested change
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: testing
|
||||
attributes:
|
||||
label: Hardware or testing you can provide
|
||||
description: Optional. Include exact versions for a compatibility request.
|
||||
@@ -0,0 +1,23 @@
|
||||
name: Python source tests
|
||||
|
||||
on:
|
||||
push:
|
||||
pull_request:
|
||||
workflow_dispatch:
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
jobs:
|
||||
unit-tests:
|
||||
runs-on: windows-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/setup-python@v5
|
||||
with:
|
||||
python-version: '3.11'
|
||||
cache: pip
|
||||
- name: Install Python dependencies
|
||||
run: python -m pip install -r requirements.txt
|
||||
- name: Run synthetic source tests (no FTL installation required)
|
||||
run: python -m unittest discover -s tools -p "test_*.py" -v
|
||||
+41
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|
||||
/.godot/
|
||||
/local_game_data/
|
||||
/exports/
|
||||
/.venv/
|
||||
/venv/
|
||||
/build/
|
||||
/dist/
|
||||
/third_party/
|
||||
/lab/
|
||||
/ftl-vr-lab/
|
||||
/save-backups/
|
||||
**/__pycache__/
|
||||
*.py[cod]
|
||||
*.log
|
||||
.pytest_cache/
|
||||
.coverage
|
||||
.env
|
||||
.env.*
|
||||
*.env
|
||||
!.env.example
|
||||
|
||||
# Game files, prepared archives, executables and saves stay local.
|
||||
*.exe
|
||||
*.dll
|
||||
*.dat
|
||||
*.sav
|
||||
*.pck
|
||||
*.ftl
|
||||
*.bps
|
||||
*.zip
|
||||
*.prepared
|
||||
*.font
|
||||
hooks.json
|
||||
ftlvr-lab.json
|
||||
settings.ini
|
||||
|
||||
# Desktop/editor and local test outputs.
|
||||
.DS_Store
|
||||
Thumbs.db
|
||||
/outputs/
|
||||
/captures/
|
||||
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|
||||
# Changelog
|
||||
|
||||
## 0.1.0-alpha.1 — prepared source snapshot, 2026-10-03
|
||||
|
||||
The first standalone community source package. This records the current prototype; it does not claim a completed public release.
|
||||
|
||||
### Core prototype
|
||||
|
||||
- Live FTL campaign connected to a Godot OpenXR tabletop presentation through Hyperspace and fingerprinted native hooks.
|
||||
- Controller pointing, crew movement, weapon/system targeting, door controls, native HUD and contextual navigation.
|
||||
- Floating events, complete shop/ship panels, an action wheel, illustrated controller Help and QWERTY renaming.
|
||||
- A dedicated System Power page and native Shift/Ctrl support.
|
||||
- Procedural crew/weapon/drone models, shields, weapon charging, room hazards and surrounding environments.
|
||||
- Isolated Steam-derived lab, VR save prefix, pre-launch backups and coordinated save/exit.
|
||||
|
||||
### Latest gameplay revision included
|
||||
|
||||
- Faster Tactical delivery through reduced raw RGBA frames and independently captured native HUD.
|
||||
- Full-resolution maps/windows, reused textures and crops synchronized to newly opened panels.
|
||||
- Lighter FTL-style controller UI with locally imported native bitmap fonts.
|
||||
- Viewer-facing occupied crew, thin upgraded doors and refined drone families.
|
||||
- Original enemy hull-bar presentation lowered toward the ship.
|
||||
- Jump projection anchored above/ahead of each ship's actual piloting room.
|
||||
|
||||
### Standalone packaging
|
||||
|
||||
- Portable environment/launch helpers and an example local configuration.
|
||||
- Community installation, controls, architecture, troubleshooting, development and status guides.
|
||||
- GitHub issue forms and Windows Python-test workflow.
|
||||
- Generated assets, dependencies, configuration, game copies, captures and saves excluded from Git.
|
||||
- MIT source license preserving the universal-modder notice, external dependency notices and versioned license-reference documents.
|
||||
|
||||
### Open verification
|
||||
|
||||
Clean-machine setup, latest physical headset ergonomics/frame pacing, full campaign/boss coverage, hacking attachment, the complete GOG route and additional hardware compatibility.
|
||||
@@ -0,0 +1,9 @@
|
||||
@echo off
|
||||
setlocal
|
||||
cd /d "%~dp0"
|
||||
if not exist ".venv\Scripts\python.exe" (
|
||||
echo Run SETUP.cmd first. This check does not install or launch anything.
|
||||
exit /b 1
|
||||
)
|
||||
".venv\Scripts\python.exe" tools\setup_environment.py --check %*
|
||||
exit /b
|
||||
@@ -0,0 +1,52 @@
|
||||
# Contributing
|
||||
|
||||
Thanks for helping improve this experimental tabletop VR presentation of FTL. Good contributions include reproducible bug reports, controller comfort feedback, focused fixes, original procedural models/effects, documentation and verified compatibility work.
|
||||
|
||||
Read the [README](README.md), [project status](docs/STATUS.md) and [development guide](docs/DEVELOPMENT.md) before changing the bridge. The actual FTL process remains authoritative for gameplay.
|
||||
|
||||
## Reporting a bug
|
||||
|
||||
Include:
|
||||
|
||||
- Repository revision and whether this was **live VR**, **live desktop** or **demo/fixture** mode.
|
||||
- Windows, FTL store/build, prepared lab build, Hyperspace, Godot, Python and SteamVR versions.
|
||||
- Headset/controllers, active OpenXR profile, GPU and RAM.
|
||||
- Steps to reproduce, expected behavior and what happened.
|
||||
- Active panel/page, pause/event/transition state and relevant installed systems.
|
||||
- Whether it occurs without other FTL mods.
|
||||
- Short redacted bridge/client log excerpts and state/capture freshness when relevant.
|
||||
- For pointing issues: which hand/button, target type, panel overlap and whether tracking was valid.
|
||||
- For performance: which measurement tool and whether the number is transport Hz, desktop FPS or actual stereo headset frame timing.
|
||||
|
||||
Do not attach game executables, `ftl.dat`, extracted artwork/fonts/audio, full saves, decompiled game source or the complete local-data folder. Describe the encounter or use a minimal synthetic reproduction. Remove personal file paths before sharing logs.
|
||||
|
||||
## Submitting a focused change
|
||||
|
||||
1. Work in your own source checkout and isolated game lab.
|
||||
2. Keep the change small enough to review and explain its expected native behavior.
|
||||
3. Follow existing Python/GDScript/JavaScript/Lua style in the file you edit.
|
||||
4. Run the relevant checks from [Development](docs/DEVELOPMENT.md).
|
||||
5. Document verification, hardware/build/runtime and remaining limitations in the change description.
|
||||
6. Update affected documentation and the in-VR controller diagram when bindings change.
|
||||
|
||||
A renderer screenshot does not verify a native command, and a desktop frame rate does not verify VR performance. Be explicit about simulated versus physical controller testing. Native experiments can change the disposable run; restore your own backup when needed.
|
||||
|
||||
## Technical boundaries
|
||||
|
||||
- Keep input scoped to the verified isolated game process; avoid global desktop mouse/keyboard automation.
|
||||
- Preserve the separate VR save prefix, backups and graceful exit behavior.
|
||||
- Preserve executable fingerprint/version checks. Unknown builds need a validated implementation, not removal of rejection logic.
|
||||
- Keep native damage, crew movement, targeting restrictions, sensor fog and system availability authoritative.
|
||||
- Preserve 1280×720 native input coordinates when changing capture/display resolution.
|
||||
- Avoid blocking the game's main thread and avoid per-frame texture/mesh allocation.
|
||||
- Keep installer paths configurable. Do not commit personal machine paths or bundled third-party executables.
|
||||
|
||||
## Source license and attribution
|
||||
|
||||
Original contributions to this project's source are provided under its [MIT license](LICENSE). Retain existing copyright/license notices. Document the origin and terms of any third-party code you add in [THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md), preserving that component's terms. FTL content and locally extracted resources are outside the project license and stay out of commits.
|
||||
|
||||
## Community testing priorities
|
||||
|
||||
The current priorities are physical Steam Frame comfort and input reliability, stereo frame pacing during busy/hazard encounters, complete campaigns, boarding/teleporters, hacking completion, beam/bomb encounters and additional ship/drone combinations. GOG asset extraction is supported; its complete executable/loader path and other headset hardware require separate validation.
|
||||
|
||||
See [STATUS](docs/STATUS.md) for the current evidence and remaining work, and [CONTROLS](docs/CONTROLS.md) for the intended bindings.
|
||||
@@ -0,0 +1,22 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2026 FTL VR contributors
|
||||
Copyright (c) 2026 Rehan and universal-modder contributors
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
|
||||
DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
|
||||
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
|
||||
OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
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|
||||
# FTL VR
|
||||
|
||||
**Command your ship from a floating tabletop in VR.**
|
||||
|
||||
An experimental OpenXR mod for **FTL: Faster Than Light**. Walk around a miniature ship, direct crew into rooms, target an opposing ship, and use FTL's original HUD and menus with tracked controllers.
|
||||
|
||||
> **Playable source alpha · Windows · SteamVR · Steam Frame tested**
|
||||
>
|
||||
> The real FTL process runs the campaign, combat, events, saves and soundtrack. The VR client presents that live game in Godot. Bring your own copy of FTL; game files and extracted assets are not included.
|
||||
|
||||
## What it does
|
||||
|
||||
- Floating player and enemy ships with opposing bows, room interiors, visible shields and movable encounter placement.
|
||||
- Original headset-following HUD, with a compact controller screen for navigation, Tactical, shortcuts, system power and illustrated Help.
|
||||
- Crew selection and drag-to-room orders, door controls, weapon/beam targeting and native system targeting.
|
||||
- Contextual Jump/Ship/Store actions, a cockpit-anchored sector map, floating event dialogs and complete native shop/ship panels.
|
||||
- An eight-slot action wheel, Shift/Ctrl shortcuts and a QWERTY VR keyboard for renaming crew and ships.
|
||||
- Original procedural voxel crew, weapons and drones, weapon charge indicators, room fire and breach effects.
|
||||
- Surrounding stars and native-state-driven asteroid, sun, nebula/storm and pulsar environments.
|
||||
- A separate game copy and VR save prefix, plus a backup before each normal launch.
|
||||
|
||||
## Start here
|
||||
|
||||
| Guide | Contents |
|
||||
| --- | --- |
|
||||
| [Installation](docs/INSTALLATION.md) | Required downloads, local environment, isolated game preparation and first launch |
|
||||
| [Controls](docs/CONTROLS.md) | Steam Frame bindings, contextual controls, modifiers and desktop inspection |
|
||||
| [Project status](docs/STATUS.md) | Implemented features, verification, limitations and remaining work |
|
||||
| [Troubleshooting](docs/TROUBLESHOOTING.md) | Setup failures, tracking, capture, logs and save recovery |
|
||||
| [Architecture](docs/ARCHITECTURE.md) | How FTL, Hyperspace, the bridge and Godot communicate |
|
||||
| [Development](docs/DEVELOPMENT.md) | Source layout, tests and profiling |
|
||||
| [Contributing](CONTRIBUTING.md) | Useful reports and changes |
|
||||
| [GitHub setup](docs/GITHUB_SETUP.md) | Connect this folder to your own new GitHub repository |
|
||||
| [Licenses and notices](THIRD_PARTY_NOTICES.md) | MIT project source, preserved upstream notices and external dependency terms |
|
||||
|
||||
### Prerequisites
|
||||
|
||||
These are the versions used for the verified setup, rather than a promise of compatibility with newer releases.
|
||||
|
||||
| Component | Verified setup |
|
||||
| --- | --- |
|
||||
| Operating system | Windows |
|
||||
| Owned game | Steam Windows FTL 1.6.14, copied and rolled back to 1.6.9 |
|
||||
| Loader | Hyperspace 1.23.2 |
|
||||
| Rollback | Official FTL-Version-Rollback `Steam-1.6.14.bps` |
|
||||
| Mod manager | ftlman 0.7.4 |
|
||||
| VR client engine | Godot 4.7.2 standard build |
|
||||
| Python | 3.10 or newer, with [requirements.txt](requirements.txt) |
|
||||
| VR runtime | SteamVR selected as the active OpenXR runtime |
|
||||
| Headset/controllers | Steam Frame; other OpenXR profiles are present but need hardware testing |
|
||||
|
||||
Development and desktop checks used an **RTX 4060 Ti 8 GB and 32 GB RAM**. This is a tested configuration, not a measured minimum specification. GOG asset extraction is supported; the complete GOG executable/loader route has not been verified.
|
||||
|
||||
### Setup and daily launch
|
||||
|
||||
This is a technical source release. **SETUP.cmd prepares Python and a local configuration template; it does not install the game loader or complete the game setup.** Follow the [installation guide](docs/INSTALLATION.md) to prepare your own isolated FTL copy, resolve hooks, import local assets and fill in the configuration.
|
||||
|
||||
After installation:
|
||||
|
||||
1. Run **CHECK-SETUP.cmd** to check the configured paths and prerequisites.
|
||||
2. Start SteamVR and connect the headset/controllers.
|
||||
3. Run **RUN-VR.cmd**. Use **RUN-DESKTOP.cmd** for desktop inspection.
|
||||
4. Close the client normally to request FTL's save-and-exit operation.
|
||||
|
||||
The [controls guide](docs/CONTROLS.md) explains crew movement, room targeting, the action wheel and the System Power page. The in-VR Help page includes a controller infographic.
|
||||
|
||||
## Current state
|
||||
|
||||
The maintainer has played substantial portions of runs on Steam Frame and confirmed that earlier revisions are playable. The latest revision improves Tactical delivery, native-font menus, crew orientation, doors, drones, the enemy hull bar and map placement.
|
||||
|
||||
Core game input, capture, native state and graceful launch/exit have been verified in an isolated game. **Complete campaign coverage and measured stereo headset performance remain open.** Hacking target acceptance is verified; drone attachment/effect completion still needs encounter testing. The renderer presents hazards and some effects approximately while the original game remains authoritative.
|
||||
|
||||
Latest recorded checks: **27 Python tests and seven Godot suites passed**. Tactical delivery reached about **28–29 updates/second in desktop scene checks**; this is texture delivery, not headset FPS. A clean installation on a different machine has not yet been tested. See [STATUS.md](docs/STATUS.md) for the full distinction between implemented, checked and still to test.
|
||||
|
||||
## Repository layout
|
||||
|
||||
```text
|
||||
bridge/ Hyperspace Lua state/events and Frida native hooks
|
||||
scripts/ Godot scene, input, HUD, panels, models/effects and shaders
|
||||
tools/ Extraction, preparation, launch, tests and profiling
|
||||
config/ Example configuration with placeholder paths
|
||||
docs/ Community guides
|
||||
.github/ Issue forms and Python test workflow
|
||||
project.godot Open this source project in Godot
|
||||
local_game_data/ Generated locally; ignored by Git
|
||||
```
|
||||
|
||||
No standalone compiled release is included. Download third-party tools separately and generate the local game-dependent data from your owned installation.
|
||||
|
||||
## License
|
||||
|
||||
Project source is available under the [MIT license](LICENSE), retaining the universal-modder upstream notice. Dependency license-reference documents and credits are included in [THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md) and [licenses/](licenses/README.md). FTL game content remains outside this source license; players supply their own game and generate local presentation data.
|
||||
|
||||
## Credits
|
||||
|
||||
FTL: Faster Than Light is created by **Subset Games**. This is an unofficial community project and is not affiliated with or endorsed by Subset Games or Valve.
|
||||
|
||||
- [universal-modder](https://github.com/rehan-remade/universal-modder), by Rehan and contributors: the toolkit and example workspace from which this standalone source was prepared.
|
||||
- [Hyperspace](https://github.com/FTL-Hyperspace/FTL-Hyperspace) and [FTL-Version-Rollback](https://github.com/FTL-Hyperspace/FTL-Version-Rollback): the loader, Lua API, documented signatures and rollback route.
|
||||
- [ftlman](https://github.com/afishhh/ftlman), with [Slipstream Mod Manager](https://github.com/Vhati/Slipstream-Mod-Manager) as a resource-format reference.
|
||||
- [Godot](https://godotengine.org/), [Frida](https://frida.re/), [Capstone](https://www.capstone-engine.org/), [Pillow](https://python-pillow.org/) and [NumPy](https://numpy.org/).
|
||||
- [Valve's Steam Frame Godot guidance](https://partner.steamgames.com/doc/steamhardware/steamframe/engines/godot) and [controller documentation](https://partner.steamgames.com/doc/steamhardware/steamframe/input).
|
||||
|
||||
Developed iteratively with **OpenAI Codex (GPT-6)**, with design direction and Steam Frame playtesting by the project maintainer. Crew/weapon/drone voxel geometry is procedural source code; no external generated-asset service was used. FTL artwork, icons, bitmap fonts and audio come from the player's local game, rather than this repository.
|
||||
@@ -0,0 +1,11 @@
|
||||
@echo off
|
||||
setlocal
|
||||
cd /d "%~dp0"
|
||||
if not exist ".venv\Scripts\python.exe" (
|
||||
echo Run SETUP.cmd and complete docs\INSTALLATION.md first.
|
||||
exit /b 1
|
||||
)
|
||||
".venv\Scripts\python.exe" tools\setup_environment.py --check --desktop
|
||||
if errorlevel 1 exit /b 1
|
||||
".venv\Scripts\python.exe" tools\launch.py --desktop
|
||||
exit /b
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
@echo off
|
||||
setlocal
|
||||
cd /d "%~dp0"
|
||||
if not exist ".venv\Scripts\python.exe" (
|
||||
echo Run SETUP.cmd and complete docs\INSTALLATION.md first.
|
||||
exit /b 1
|
||||
)
|
||||
".venv\Scripts\python.exe" tools\setup_environment.py --check
|
||||
if errorlevel 1 exit /b 1
|
||||
".venv\Scripts\python.exe" tools\launch.py
|
||||
exit /b
|
||||
@@ -0,0 +1,20 @@
|
||||
@echo off
|
||||
setlocal
|
||||
cd /d "%~dp0"
|
||||
if exist ".venv\Scripts\python.exe" (
|
||||
".venv\Scripts\python.exe" tools\setup_environment.py %*
|
||||
exit /b
|
||||
)
|
||||
where py >nul 2>nul
|
||||
if not errorlevel 1 (
|
||||
py -3 tools\setup_environment.py %*
|
||||
exit /b
|
||||
)
|
||||
where python >nul 2>nul
|
||||
if not errorlevel 1 (
|
||||
python tools\setup_environment.py %*
|
||||
exit /b
|
||||
)
|
||||
echo Python was not found. Install Python 3.10 or newer from python.org, including its launcher.
|
||||
echo See docs\INSTALLATION.md. No game files have been changed.
|
||||
exit /b 1
|
||||
@@ -0,0 +1,48 @@
|
||||
# Third-party notices
|
||||
|
||||
## Project source
|
||||
|
||||
The source code, documentation and original procedural model/effect code in this repository are provided under the [MIT license](LICENSE). The upstream **2026 Rehan and universal-modder contributors** copyright notice is retained in that license. An unchanged copy of the upstream notice is also in [licenses/UNIVERSAL-MODDER-LICENSE.txt](licenses/UNIVERSAL-MODDER-LICENSE.txt).
|
||||
|
||||
The project was prepared from the FTL example workspace in [universal-modder](https://github.com/rehan-remade/universal-modder). Original contributions are credited to **FTL VR contributors**. Development used OpenAI Codex (GPT-6), with design direction and hardware playtesting by the maintainer.
|
||||
|
||||
Third-party license documents included for reference retain their own terms. The MIT license for this project does not replace the terms of an external component.
|
||||
|
||||
## External software and reference copies
|
||||
|
||||
The following implementations are obtained separately by the player/developer. This repository includes our integration code and license-reference documents; it does not contain their executables, libraries or source trees.
|
||||
|
||||
| Component | Inspected version | Terms recorded in the inspected artifact | Local reference |
|
||||
| --- | --- | --- | --- |
|
||||
| [Godot](https://godotengine.org/) | 4.7.2 standard Windows engine | MIT; additional licenses for engine components | [Engine license](licenses/GODOT-LICENSE.txt), [component copyrights and full license definitions](licenses/GODOT_COPYRIGHT.txt) |
|
||||
| [Frida Python bindings](https://github.com/frida/frida-python) | 17.9.0 | wxWindows Library Licence 3.1, including its exception and reference to GNU Library GPL v2 or later | [COPYING](licenses/FRIDA-COPYING.txt) |
|
||||
| [Capstone](https://www.capstone-engine.org/) | 5.0.9 Python distribution | BSD 3-Clause | [LICENSE](licenses/CAPSTONE-LICENSE.txt) |
|
||||
| [Pillow](https://python-pillow.org/) | 12.3.0 installed distribution | MIT-CMU for Pillow; additional notices for bundled components | [Full distribution license file](licenses/PILLOW-LICENSE.txt) |
|
||||
| [NumPy](https://numpy.org/) | 2.3.5 installed distribution | BSD 3-Clause for NumPy; additional notices including OpenBLAS, LAPACK and GCC runtime terms | [Full distribution license file](licenses/NUMPY-LICENSE.txt) |
|
||||
| [FTL Hyperspace](https://github.com/FTL-Hyperspace/FTL-Hyperspace) | 1.23.2 | CC BY-SA 4.0 for Hyperspace; ZHL/Kilburn attribution and other component notices | [Upstream LICENSE.md](licenses/HYPERSPACE-LICENSE.md) |
|
||||
| [ftlman](https://github.com/afishhh/ftlman) | 0.7.4 | GNU GPL version 2 text | [Upstream LICENSE](licenses/FTLMAN-LICENSE.txt) |
|
||||
|
||||
The copies above come from the inspected source checkouts or installed distributions. Their provenance and SHA-256 hashes are recorded in [licenses/manifest.json](licenses/manifest.json). The Godot documents were obtained through the engine's license-information API, as described in [Godot's licensing guidance](https://docs.godotengine.org/en/stable/about/complying_with_licenses.html).
|
||||
|
||||
Frida and Capstone are pinned in [requirements.txt](requirements.txt). Pillow and NumPy have minimum-version requirements, so a new installation can resolve to different versions. The copies identify the versions inspected during preparation; preserve the notices supplied with any actual distribution you bundle.
|
||||
|
||||
Frida's copied `COPYING` contains the wxWindows exception and refers to the GNU Library GPL base text. The inspected wheel did not contain `COPYING.LIB`. The [GNU Library GPL v2 text](https://www.gnu.org/licenses/old-licenses/lgpl-2.0.html) is linked here for reference. Frida itself is not distributed in this source repository.
|
||||
|
||||
Hyperspace's copied license retains its original relative links. Use its [inspected upstream source revision](https://github.com/FTL-Hyperspace/FTL-Hyperspace/blob/db570d728321a5a2c70add0988153373fd4ec08a/LICENSE.md) to follow those links. The hook resolver reads separately obtained Hyperspace signatures locally. The preparation tool constructs its resource package locally from the player's separately obtained Hyperspace release; that generated package is ignored by Git.
|
||||
|
||||
## Other prerequisites and references
|
||||
|
||||
- [Python](https://docs.python.org/3/license.html) is installed separately. Its terms and the notices of its bundled components remain with that installation.
|
||||
- [FTL-Version-Rollback](https://github.com/FTL-Hyperspace/FTL-Version-Rollback) supplies the separately obtained rollback patch. No patch or resulting executable is redistributed here; this project does not grant rights to them.
|
||||
- [Slipstream Mod Manager](https://github.com/Vhati/Slipstream-Mod-Manager) was a reference for archive-format documentation. Its implementation is not included in this repository.
|
||||
- Valve's [Steam Frame Godot guidance](https://partner.steamgames.com/doc/steamhardware/steamframe/engines/godot) and [controller documentation](https://partner.steamgames.com/doc/steamhardware/steamframe/input) informed the OpenXR integration. SteamVR is obtained separately; no Valve runtime is included.
|
||||
|
||||
## FTL content and names
|
||||
|
||||
**FTL: Faster Than Light is created by Subset Games. Players must own and supply their own game.**
|
||||
|
||||
The project license grants rights to this project's source; it grants no rights to FTL's executables, archives, artwork, character designs, fonts, music, saves or trademarks. These files are not part of this repository. Locally extracted or generated game-dependent data stays in ignored folders. FTL and Steam/Steam Frame names are used to identify compatibility; this project is unofficial and is not endorsed by Subset Games or Valve.
|
||||
|
||||
## Future bundled releases
|
||||
|
||||
A compiled release must preserve the notices and satisfy the terms of the **actual artifacts it includes**. These source-reference documents are not a complete audit of a future package. A matching Godot build can use the captured engine/component notices; changed builds need refreshed notices. Bundling ftlman, Hyperspace, Frida, Python or Python wheels also requires their artifact-specific notices and any applicable source/attribution obligations. Keep game files and locally generated game resource packages out of public releases.
|
||||
+554
@@ -0,0 +1,554 @@
|
||||
// Runs only inside the fingerprinted, owned FTL lab process.
|
||||
// RVAs are resolved from the Hyperspace project's documented CApp signatures.
|
||||
const config = CONFIG_PLACEHOLDER;
|
||||
if (Process.arch !== 'ia32') throw new Error('FTL lab must be x86');
|
||||
const base = Process.mainModule.base;
|
||||
// Hyperspace 1.23.2 mistakenly matches its supported --force-opengl flag
|
||||
// against the legacy -opengl warning. Acknowledge only that lab-owned dialog.
|
||||
const user = Process.getModuleByName('user32.dll');
|
||||
const enumWindows = new NativeFunction(user.getExportByName('EnumWindows'),'int',['pointer','pointer'],'stdcall');
|
||||
const enumChildren = new NativeFunction(user.getExportByName('EnumChildWindows'),'int',['pointer','pointer','pointer'],'stdcall');
|
||||
const windowPid = new NativeFunction(user.getExportByName('GetWindowThreadProcessId'),'uint',['pointer','pointer'],'stdcall');
|
||||
const windowText = new NativeFunction(user.getExportByName('GetWindowTextW'),'int',['pointer','pointer','int'],'stdcall');
|
||||
const dialogId = new NativeFunction(user.getExportByName('GetDlgCtrlID'),'int',['pointer'],'stdcall');
|
||||
const sendMessage = new NativeFunction(user.getExportByName('SendMessageW'),'pointer',['pointer','uint','pointer','pointer'],'stdcall');
|
||||
let warningText = '', warningButton = null;
|
||||
const visitChild = new NativeCallback((h,l) => {
|
||||
const text=Memory.alloc(4096); windowText(h,text,2048);
|
||||
warningText += text.readUtf16String();
|
||||
if (dialogId(h)===100 && text.readUtf16String()==='OK') warningButton=h;
|
||||
return 1;
|
||||
},'int',['pointer','pointer'],'stdcall');
|
||||
const visitWindow = new NativeCallback((h,l) => {
|
||||
const pid=Memory.alloc(4); windowPid(h,pid);
|
||||
if (pid.readU32()!==Process.id) return 1;
|
||||
warningText=''; warningButton=null; enumChildren(h,visitChild,ptr(0));
|
||||
if (warningButton!==null && warningText.includes('Startup argument `-opengl` is no longer supported!')) {
|
||||
sendMessage(warningButton,0xF5,ptr(0),ptr(0));
|
||||
send({type:'renderer_warning_acknowledged'});
|
||||
}
|
||||
return 1;
|
||||
},'int',['pointer','pointer'],'stdcall');
|
||||
let warningChecks=0;
|
||||
const warningTimer=setInterval(()=>{
|
||||
enumWindows(visitWindow,ptr(0));
|
||||
if (++warningChecks>=30) clearInterval(warningTimer);
|
||||
},200);
|
||||
const queue = [];
|
||||
let nextInputTime = 0;
|
||||
const methods = {};
|
||||
for (const name of ['OnLButtonDown','OnLButtonUp','OnRButtonDown','OnRButtonUp','OnKeyDown','OnKeyUp','OnTextInput','OnTextEvent']) {
|
||||
const types = name.startsWith('OnKey') || name.startsWith('OnText') ? ['pointer','int'] : ['pointer','int','int'];
|
||||
methods[name] = new NativeFunction(base.add(config.rvas[name]), 'void', types, 'thiscall');
|
||||
}
|
||||
methods.OnMouseMove = new NativeFunction(base.add(config.rvas.OnMouseMove), 'void',
|
||||
['pointer','int','int','int','int','bool','bool','bool'], 'thiscall');
|
||||
let lastMouse = [0, 0];
|
||||
let leftHeld = false, rightHeld = false;
|
||||
let app = null;
|
||||
const capturePerformance={started_ms:Date.now(),native_loops:0,native_swaps:0,frames:0,hud_frames:0,
|
||||
capture_ms:0,hud_ms:0,read_ms:0,loop_ms:0,bytes_sent:0};
|
||||
let activeText = null, textGeneration = 0, lastTextReport = 0, textWasActive = false;
|
||||
const textStartCounter=Memory.alloc(4);
|
||||
textStartCounter.writeU32(0);
|
||||
const originalTextStart=Memory.alloc(Process.pointerSize);
|
||||
// With self as the only argument, x86 fastcall and thiscall both use ECX.
|
||||
// A direct native replacement also counts starts during input-handler reentry,
|
||||
// where attached listeners are suppressed by the main-loop interceptor.
|
||||
const textModule=new CModule(`
|
||||
extern unsigned int entry_starts;
|
||||
extern void *original_start;
|
||||
typedef void (__attribute__((fastcall)) *StartFunction)(void *self);
|
||||
void __attribute__((fastcall)) text_started(void *self) {
|
||||
++entry_starts;
|
||||
((StartFunction)original_start)(self);
|
||||
}
|
||||
void *__attribute__((fastcall)) text_abi_probe(void *self) { return self; }
|
||||
`,{entry_starts:textStartCounter,original_start:originalTextStart});
|
||||
function textSnapshot() {
|
||||
if (activeText === null) return {active:false};
|
||||
try {
|
||||
if (activeText.start!==textStartCounter.readU32() || activeText.pointer.add(0x38).readU8() === 0) return {active:false};
|
||||
const start=activeText.pointer.add(0x18).readPointer();
|
||||
const end=activeText.pointer.add(0x1c).readPointer();
|
||||
const length=end.sub(start).toInt32()/4;
|
||||
const maximum=activeText.pointer.add(0x40).readS32();
|
||||
if (!Number.isInteger(length) || length<0 || length>512 || maximum<0 || maximum>512) throw new Error('Invalid native text bounds');
|
||||
const characters=[];
|
||||
for (let i=0;i<length;i++) {
|
||||
const ch=start.add(i*4).readU32();
|
||||
if (ch>0x10ffff || (ch>=0xd800 && ch<=0xdfff)) throw new Error('Invalid native text codepoint');
|
||||
characters.push(ch);
|
||||
}
|
||||
return {active:true,id:activeText.id,kind:activeText.font===24?'ship':'crew',
|
||||
text:String.fromCodePoint(...characters),original_text:activeText.original_text ?? '',max_length:maximum,
|
||||
start_generation:activeText.start,
|
||||
cursor:Math.max(0,Math.min(length,activeText.pointer.add(0x30).readS32()))};
|
||||
} catch (_) { activeText=null; return {active:false}; }
|
||||
}
|
||||
function reportText() {
|
||||
const value=textSnapshot();
|
||||
const now=Date.now();
|
||||
if (now-lastTextReport>=100 || value.active!==textWasActive) {
|
||||
send({type:'text_entry',value}); lastTextReport=now; textWasActive=value.active;
|
||||
}
|
||||
}
|
||||
function attachText() {
|
||||
if (!config.rvas.TextInputOnRender || !config.rvas.TextInputStart) throw new Error('Update lab hook manifest for native text entry');
|
||||
const probe=new NativeFunction(textModule.text_abi_probe,'pointer',['pointer'],'thiscall');
|
||||
if (!probe(textStartCounter).equals(textStartCounter)) throw new Error('Native TextInput start ABI mismatch');
|
||||
originalTextStart.writePointer(Interceptor.replaceFast(base.add(config.rvas.TextInputStart),textModule.text_started));
|
||||
Interceptor.attach(base.add(config.rvas.TextInputOnRender), {
|
||||
onEnter() {
|
||||
const pointer=this.context.ecx;
|
||||
if (pointer.add(0x38).readU8()!==0) {
|
||||
const start=textStartCounter.readU32();
|
||||
if (activeText===null || !pointer.equals(activeText.pointer) || activeText.start!==start || !textWasActive) {
|
||||
activeText={pointer,id:'entry-'+(++textGeneration),font:0,start};
|
||||
activeText.original_text=textSnapshot().text ?? '';
|
||||
}
|
||||
activeText.font=this.context.esp.add(4).readS32();
|
||||
reportText();
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
let inputModifiers = null;
|
||||
const modifierMask = Memory.alloc(4);
|
||||
modifierMask.writeS32(-1);
|
||||
const originalShiftGetter = Memory.alloc(Process.pointerSize);
|
||||
const originalCtrlGetter = Memory.alloc(Process.pointerSize);
|
||||
// Use native stubs: JS callbacks are suppressed when re-entering native code
|
||||
// from the main-loop Interceptor. The original getters run outside our input.
|
||||
const modifierModule = new CModule(`
|
||||
extern int modifier_mask;
|
||||
extern void *original_shift;
|
||||
extern void *original_ctrl;
|
||||
int shift_state(void) {
|
||||
if (modifier_mask >= 0) return (modifier_mask & 1) != 0;
|
||||
return ((int (*)(void))original_shift)();
|
||||
}
|
||||
int ctrl_state(void) {
|
||||
if (modifier_mask >= 0) return (modifier_mask & 2) != 0;
|
||||
return ((int (*)(void))original_ctrl)();
|
||||
}
|
||||
`, {modifier_mask:modifierMask, original_shift:originalShiftGetter, original_ctrl:originalCtrlGetter});
|
||||
const focus = new NativeFunction(base.add(config.rvas.OnInputFocus), 'void', ['pointer'], 'thiscall');
|
||||
function move(x, y, left, right) {
|
||||
methods.OnMouseMove(app, x, y, x-lastMouse[0], y-lastMouse[1], left ? 1 : 0, right ? 1 : 0, 0);
|
||||
lastMouse = [x,y];
|
||||
}
|
||||
function attachInput() {
|
||||
if (!config.rvas.GetShiftState || !config.rvas.GetCtrlState || !config.rvas.ForceAutofireFlag) throw new Error('Update lab hook manifest for modifier support');
|
||||
originalShiftGetter.writePointer(Interceptor.replaceFast(base.add(config.rvas.GetShiftState), modifierModule.shift_state));
|
||||
originalCtrlGetter.writePointer(Interceptor.replaceFast(base.add(config.rvas.GetCtrlState), modifierModule.ctrl_state));
|
||||
Interceptor.attach(base.add(config.rvas.OnLoop), {
|
||||
onEnter() {
|
||||
this.perfStart=Date.now();capturePerformance.native_loops++;
|
||||
app = this.context.ecx;
|
||||
reportText();
|
||||
// Execute FTL input handlers on its main thread without taking over desktop input.
|
||||
const pending = queue.length && queue[0].ready_at <= Date.now() ? queue.splice(0, 1) : [];
|
||||
if (pending.length) focus(app);
|
||||
for (const command of pending) {
|
||||
// Native input may already have opened a rename field while a
|
||||
// controller command is queued. Check again at execution, before
|
||||
// changing modifiers or calling any gameplay handler.
|
||||
let nativeTextActive=textSnapshot().active;
|
||||
if (!nativeTextActive && activeText!==null) {
|
||||
try { nativeTextActive=activeText.pointer.add(0x38).readU8()!==0; } catch (_) {}
|
||||
}
|
||||
const textCommand=['text','text_event','text_cancel'].includes(command.type);
|
||||
const release=command.phase==='up' && ['mouse','move'].includes(command.type);
|
||||
const exit=command.type==='key' && command.key===290;
|
||||
if (nativeTextActive && !textCommand && !release && !exit) {
|
||||
send({type:'ack',id:command.id,ignored:'native_text_entry_active'});
|
||||
continue;
|
||||
}
|
||||
// CApp::OnLButtonDown reads shift_held at +5 in this fingerprinted
|
||||
// build. Scope both the field and getters to our input handler only.
|
||||
const originalShift = app.add(5).readU8();
|
||||
const originalForce = config.rvas.ForceAutofireFlag ? base.add(config.rvas.ForceAutofireFlag).readU8() : null;
|
||||
try {
|
||||
inputModifiers = command.modifiers || {shift:false,control:false};
|
||||
modifierMask.writeS32((inputModifiers.shift ? 1 : 0) | (inputModifiers.control ? 2 : 0));
|
||||
app.add(5).writeU8(inputModifiers.shift ? 1 : 0);
|
||||
// FTL also remembers force_autofire as a key-held flag.
|
||||
if (inputModifiers.control) methods.OnKeyDown(app,306);
|
||||
if (command.type === 'mouse') {
|
||||
move(command.x,command.y,leftHeld,rightHeld);
|
||||
const prefix = command.button === 'right' ? 'OnRButton' : 'OnLButton';
|
||||
if (command.phase !== 'up') {
|
||||
methods[prefix+'Down'](app,command.x,command.y);
|
||||
if (command.button === 'right') rightHeld=true; else leftHeld=true;
|
||||
}
|
||||
if (command.phase !== 'down') {
|
||||
methods[prefix+'Up'](app,command.x,command.y);
|
||||
if (command.button === 'right') rightHeld=false; else leftHeld=false;
|
||||
}
|
||||
} else if (command.type === 'move') {
|
||||
move(command.x,command.y,command.left ?? leftHeld,command.right ?? rightHeld);
|
||||
} else if (command.type === 'key') {
|
||||
methods.OnKeyDown(app,command.key);
|
||||
methods.OnKeyUp(app,command.key);
|
||||
} else if (command.type === 'text' || command.type === 'text_event' || command.type === 'text_cancel') {
|
||||
const entry=textSnapshot();
|
||||
if (!entry.active || !command.entry_id || command.entry_id!==entry.id) throw new Error('Native text entry changed');
|
||||
if (command.type === 'text') methods.OnTextInput(app,command.codepoint);
|
||||
else if (command.type === 'text_cancel') {
|
||||
// FTL's Escape commits the edited name. Restore the
|
||||
// immutable initial text before its native cancel event.
|
||||
// Keep the whole rollback on this native loop iteration.
|
||||
methods.OnTextEvent(app,2);
|
||||
for (const character of entry.original_text) methods.OnTextInput(app,character.codePointAt(0));
|
||||
methods.OnTextEvent(app,1);
|
||||
} else methods.OnTextEvent(app,command.event);
|
||||
}
|
||||
send({type:'ack', id:command.id, modifiers:inputModifiers,
|
||||
force_autofire_held:config.rvas.ForceAutofireFlag ? base.add(config.rvas.ForceAutofireFlag).readU8()!==0 : null});
|
||||
} catch (error) { send({type:'input_error',error:String(error),id:command.id}); }
|
||||
finally {
|
||||
if (inputModifiers && inputModifiers.control) methods.OnKeyUp(app,306);
|
||||
if (originalForce !== null) base.add(config.rvas.ForceAutofireFlag).writeU8(originalForce);
|
||||
app.add(5).writeU8(originalShift); modifierMask.writeS32(-1); inputModifiers=null;
|
||||
}
|
||||
}
|
||||
},
|
||||
onLeave() { capturePerformance.loop_ms+=Date.now()-this.perfStart; }
|
||||
}); }
|
||||
rpc.exports = {
|
||||
start() { attachWorldClip(); attachText(); attachHudPass(); attachInput(); attachCapture(); },
|
||||
capturemode(mode) {
|
||||
hudEnabled=Boolean(mode.enabled);
|
||||
capturePresentation=['game','tactical','window'].includes(mode.presentation)?mode.presentation:'window';
|
||||
nextScreenCapture=0; nextHudCapture=0;
|
||||
},
|
||||
command(command) {
|
||||
if (queue.length >= 120) throw new Error('Input queue full');
|
||||
let due=Math.max(Date.now(),nextInputTime);
|
||||
if (command.type === 'mouse') {
|
||||
// FTL computes some button hover states in OnLoop, between events.
|
||||
queue.push({...command, type:'move',ready_at:due});
|
||||
due+=100;
|
||||
if (!command.phase || command.phase === 'click') {
|
||||
queue.push({...command, phase:'down',ready_at:due}, {...command, phase:'up',ready_at:due+40});
|
||||
due+=60;
|
||||
} else queue.push({...command,ready_at:due});
|
||||
} else queue.push({...command,ready_at:due});
|
||||
nextInputTime=due+10;
|
||||
},
|
||||
status() { return {pid:Process.id,mainThreadReady:app!==null,hudEnabled,gui:gui===null?null:String(gui),
|
||||
hudFramebuffer,powerButtons,performance:{...capturePerformance,elapsed_ms:Date.now()-capturePerformance.started_ms}}; }
|
||||
};
|
||||
|
||||
function attachWorldClip() {
|
||||
// These signatures are from the 1.6.9 loader definitions. The Python
|
||||
// bridge verifies the entire executable fingerprint before loading us.
|
||||
const module = Process.mainModule;
|
||||
function unique(pattern) {
|
||||
const matches = Memory.scanSync(module.base, module.size, pattern);
|
||||
if (matches.length !== 1) throw new Error('World clip signature is not unique: ' + pattern);
|
||||
return matches[0].address;
|
||||
}
|
||||
const translate = unique('55 66 0f ef c0 b9');
|
||||
const push = unique('8d 4c 24 04 83 e4 f0 ff 71 fc 55 89 e5 51 83 ec 24 a1 ?? ?? ?? ?? 3b 05 ?? ?? ?? ?? 66 0f 6e 49');
|
||||
const pushScissor = new NativeFunction(push, 'void', ['int','int','int','int'], 'mscdecl');
|
||||
Interceptor.attach(translate, {
|
||||
onEnter(args) {
|
||||
// Float arguments occupy four-byte stack slots in this x86 ABI.
|
||||
const x = this.context.esp.add(4).readFloat();
|
||||
const y = this.context.esp.add(8).readFloat();
|
||||
// ftlvr_bridge.lua's matching after callback pops this scissor.
|
||||
if (x === -100000 && y === -100000) pushScissor(0, 0, 0, 0);
|
||||
}
|
||||
});
|
||||
send({type:'world_clip_ready'});
|
||||
}
|
||||
|
||||
let gl = null;
|
||||
let gui = null, hudEnabled = false, hudRender = null;
|
||||
const hudPassFlag = Memory.alloc(4);
|
||||
hudPassFlag.writeU32(0);
|
||||
const powerButtons = {};
|
||||
let hudFramebuffer = 0, hudTexture = 0, hudDepthStencil = 0, hudWidth = 0, hudHeight = 0;
|
||||
let hudModule = null;
|
||||
let loadFramebufferGL = null;
|
||||
let pixels = null;
|
||||
let capacity = 0;
|
||||
let capturePresentation='window';
|
||||
let nextScreenCapture=0,nextHudCapture=0;
|
||||
let screenFramebuffer=0,screenTexture=0,screenWidth=0,screenHeight=0;
|
||||
let sending = false;
|
||||
let restoreVerified = false;
|
||||
let screenRestoreVerified = false;
|
||||
const viewport = Memory.alloc(16);
|
||||
function initializeGL() {
|
||||
if (gl !== null) return true;
|
||||
const module = Process.findModuleByName('opengl32.dll');
|
||||
if (module === null) return false;
|
||||
gl = {
|
||||
get: new NativeFunction(module.getExportByName('glGetIntegerv'),'void',['uint','pointer'],'stdcall'),
|
||||
read: new NativeFunction(module.getExportByName('glReadPixels'),'void',['int','int','int','int','uint','uint','pointer'],'stdcall'),
|
||||
readBuffer: new NativeFunction(module.getExportByName('glReadBuffer'),'void',['uint'],'stdcall'),
|
||||
getFloat: new NativeFunction(module.getExportByName('glGetFloatv'),'void',['uint','pointer'],'stdcall'),
|
||||
pushAttrib: new NativeFunction(module.getExportByName('glPushAttrib'),'void',['uint'],'stdcall'),
|
||||
popAttrib: new NativeFunction(module.getExportByName('glPopAttrib'),'void',[],'stdcall'),
|
||||
matrixMode: new NativeFunction(module.getExportByName('glMatrixMode'),'void',['uint'],'stdcall'),
|
||||
pushMatrix: new NativeFunction(module.getExportByName('glPushMatrix'),'void',[],'stdcall'),
|
||||
popMatrix: new NativeFunction(module.getExportByName('glPopMatrix'),'void',[],'stdcall'),
|
||||
clearColor: new NativeFunction(module.getExportByName('glClearColor'),'void',['float','float','float','float'],'stdcall'),
|
||||
clear: new NativeFunction(module.getExportByName('glClear'),'void',['uint'],'stdcall'),
|
||||
colorMask: new NativeFunction(module.getExportByName('glColorMask'),'void',['uchar','uchar','uchar','uchar'],'stdcall'),
|
||||
disable: new NativeFunction(module.getExportByName('glDisable'),'void',['uint'],'stdcall'),
|
||||
drawBuffer: new NativeFunction(module.getExportByName('glDrawBuffer'),'void',['uint'],'stdcall'),
|
||||
genTextures: new NativeFunction(module.getExportByName('glGenTextures'),'void',['int','pointer'],'stdcall'),
|
||||
bindTexture: new NativeFunction(module.getExportByName('glBindTexture'),'void',['uint','uint'],'stdcall'),
|
||||
texImage: new NativeFunction(module.getExportByName('glTexImage2D'),'void',['uint','int','int','int','int','int','uint','uint','pointer'],'stdcall'),
|
||||
texParameter: new NativeFunction(module.getExportByName('glTexParameteri'),'void',['uint','uint','int'],'stdcall'),
|
||||
viewport: new NativeFunction(module.getExportByName('glViewport'),'void',['int','int','int','int'],'stdcall')
|
||||
};
|
||||
const lookup=new NativeFunction(module.getExportByName('wglGetProcAddress'),'pointer',['pointer'],'stdcall');
|
||||
function extension(name,result,args) {
|
||||
let address=lookup(Memory.allocUtf8String(name));
|
||||
if (address.isNull() || address.toInt32()===-1 || address.toUInt32()<=3) {
|
||||
address=lookup(Memory.allocUtf8String(name+'EXT'));
|
||||
}
|
||||
if (address.isNull() || address.toInt32()===-1 || address.toUInt32()<=3) throw new Error('Missing native HUD framebuffer function '+name);
|
||||
return new NativeFunction(address,result,args,'stdcall');
|
||||
}
|
||||
loadFramebufferGL=()=>{
|
||||
if (gl.bindFramebuffer) return;
|
||||
gl.genFramebuffers=extension('glGenFramebuffers','void',['int','pointer']);
|
||||
gl.bindFramebuffer=extension('glBindFramebuffer','void',['uint','uint']);
|
||||
gl.framebufferTexture=extension('glFramebufferTexture2D','void',['uint','uint','uint','uint','int']);
|
||||
gl.checkFramebuffer=extension('glCheckFramebufferStatus','uint',['uint']);
|
||||
gl.genRenderbuffers=extension('glGenRenderbuffers','void',['int','pointer']);
|
||||
gl.bindRenderbuffer=extension('glBindRenderbuffer','void',['uint','uint']);
|
||||
gl.renderbufferStorage=extension('glRenderbufferStorage','void',['uint','uint','int','int']);
|
||||
gl.framebufferRenderbuffer=extension('glFramebufferRenderbuffer','void',['uint','uint','uint','uint']);
|
||||
gl.blitFramebuffer=extension('glBlitFramebuffer','void',['int','int','int','int','int','int','int','int','uint','uint']);
|
||||
};
|
||||
return true;
|
||||
}
|
||||
|
||||
function attachHudPass() {
|
||||
if (!config.rvas.CommandGuiRenderStatic || !config.offsets) throw new Error('Update lab hooks for isolated native HUD rendering');
|
||||
hudRender=new NativeFunction(base.add(config.rvas.CommandGuiRenderStatic),'void',['pointer'],'thiscall');
|
||||
Interceptor.attach(base.add(config.rvas.CommandGuiRenderStatic),{onEnter() {
|
||||
if (hudPassFlag.readU32()===0) gui=this.context.ecx;
|
||||
}});
|
||||
// Native stubs remain active when reentering from the render interceptor.
|
||||
// Only supplemental draw calls are suppressed; the normal game draw runs.
|
||||
const symbols={hud_pass:hudPassFlag};
|
||||
let code='extern unsigned int hud_pass;\n';
|
||||
const names=['TabbedWindowOnRender','ChoiceBoxOnRender','MouseControlOnRender','CommandGuiRenderPause','StarMapOnRender'];
|
||||
for (let i=0;i<names.length;i++) {
|
||||
if (!config.rvas[names[i]]) throw new Error('Missing native HUD method '+names[i]);
|
||||
symbols['original_'+i]=Memory.alloc(Process.pointerSize);
|
||||
code+='extern void *original_'+i+';\nvoid __attribute__((fastcall)) draw_'+i+'(void *self) { if (!hud_pass) ((void (__attribute__((fastcall)) *)(void *))original_'+i+')(self); }\n';
|
||||
}
|
||||
hudModule=new CModule(code,symbols);
|
||||
names.forEach((name,i)=>symbols['original_'+i].writePointer(Interceptor.replaceFast(base.add(config.rvas[name]),hudModule['draw_'+i])));
|
||||
}
|
||||
|
||||
function nativePowerButtons(width,height) {
|
||||
const buttons={};
|
||||
if (app===null || !hudEnabled) return buttons;
|
||||
gui=app.add(config.offsets.app_gui).readPointer();
|
||||
if (gui.isNull()) throw new Error('Native gameplay GUI is absent');
|
||||
const control=gui.add(config.offsets.gui_system_control);
|
||||
const origin=control.add(config.offsets.system_control_position);
|
||||
const list=control.add(config.offsets.system_control_boxes);
|
||||
const start=list.readPointer(),end=list.add(4).readPointer();
|
||||
const count=end.sub(start).toInt32()/Process.pointerSize;
|
||||
if (!Number.isInteger(count) || count<0 || count>64) throw new Error('Invalid native power controls vector');
|
||||
for (let i=0;i<count;i++) {
|
||||
const box=start.add(i*Process.pointerSize).readPointer();
|
||||
if (box.isNull()) continue;
|
||||
const system=box.add(config.offsets.system_box_system).readPointer();
|
||||
if (system.isNull()) continue;
|
||||
const id=system.add(config.offsets.system_id).readS32();
|
||||
if (id<0 || id>15) continue;
|
||||
const position=box.add(config.offsets.system_box_position);
|
||||
// Native power allocation responds on the system icon, below its bars.
|
||||
// This center was verified against actual add/remove native clicks.
|
||||
const point={x:origin.readS32()+position.readS32()+32,
|
||||
y:origin.add(4).readS32()+position.add(4).readS32()+33};
|
||||
if (point.x>=0 && point.y>=0 && point.x<1280 && point.y<720) {
|
||||
buttons[String(id)]={x:point.x*width/1280,y:point.y*height/720};
|
||||
}
|
||||
}
|
||||
Object.keys(powerButtons).forEach(id=>delete powerButtons[id]);
|
||||
Object.assign(powerButtons,buttons);
|
||||
return buttons;
|
||||
}
|
||||
|
||||
function captureHud(width,height,size) {
|
||||
if (!hudEnabled || gui===null || hudRender===null) return false;
|
||||
loadFramebufferGL(); // wglGetProcAddress requires this game's current render context.
|
||||
const previous=Memory.alloc(16);
|
||||
gl.get(0x8CA6,previous); // framebuffer binding
|
||||
gl.get(0x8CA7,previous.add(4)); // renderbuffer binding
|
||||
gl.get(0x0BA0,previous.add(8)); // matrix mode
|
||||
gl.pushAttrib(0x000fffff); // all server state, including viewport, buffers and texture bindings
|
||||
gl.matrixMode(0x1700); gl.pushMatrix();
|
||||
gl.matrixMode(0x1701); gl.pushMatrix();
|
||||
try {
|
||||
const generated=Memory.alloc(4);
|
||||
if (!hudFramebuffer) {
|
||||
gl.genFramebuffers(1,generated);hudFramebuffer=generated.readU32();
|
||||
gl.genTextures(1,generated);hudTexture=generated.readU32();
|
||||
gl.genRenderbuffers(1,generated);hudDepthStencil=generated.readU32();
|
||||
}
|
||||
gl.bindFramebuffer(0x8D40,hudFramebuffer);
|
||||
gl.bindTexture(0x0DE1,hudTexture);
|
||||
if (hudWidth!==width || hudHeight!==height) {
|
||||
gl.texImage(0x0DE1,0,0x8058,width,height,0,0x1908,0x1401,ptr(0)); // RGBA8
|
||||
gl.texParameter(0x0DE1,0x2801,0x2600);gl.texParameter(0x0DE1,0x2800,0x2600);
|
||||
gl.framebufferTexture(0x8D40,0x8CE0,0x0DE1,hudTexture,0);
|
||||
gl.bindRenderbuffer(0x8D41,hudDepthStencil);
|
||||
gl.renderbufferStorage(0x8D41,0x88F0,width,height); // depth24 stencil8
|
||||
gl.framebufferRenderbuffer(0x8D40,0x821A,0x8D41,hudDepthStencil);
|
||||
hudWidth=width;hudHeight=height;
|
||||
}
|
||||
if (gl.checkFramebuffer(0x8D40)!==0x8CD5) throw new Error('Native HUD framebuffer is incomplete');
|
||||
gl.viewport(0,0,width,height);gl.drawBuffer(0x8CE0);gl.readBuffer(0x8CE0);
|
||||
gl.disable(0x0C11); // scissor
|
||||
gl.colorMask(1,1,1,1);gl.clearColor(0,0,0,0);gl.clear(0x00004500);
|
||||
gl.matrixMode(0x1700);
|
||||
hudPassFlag.writeU32(1);
|
||||
methods.OnKeyDown(app,287); // scoped F6: supplemental Lua render context
|
||||
hudRender(gui);
|
||||
gl.read(0,0,width,height,0x1908,0x1401,pixels);
|
||||
send({type:'hud_frame',width,height,captured_at:Date.now()/1000},pixels.readByteArray(size));
|
||||
capturePerformance.hud_frames++;capturePerformance.bytes_sent+=size;
|
||||
return true;
|
||||
} finally {
|
||||
methods.OnKeyDown(app,288); // scoped F7: always restore normal Lua rendering
|
||||
hudPassFlag.writeU32(0);
|
||||
gl.matrixMode(0x1701);gl.popMatrix();gl.matrixMode(0x1700);gl.popMatrix();
|
||||
gl.bindFramebuffer(0x8D40,previous.readU32());
|
||||
gl.bindRenderbuffer(0x8D41,previous.add(4).readU32());
|
||||
gl.popAttrib();gl.matrixMode(previous.add(8).readU32());
|
||||
}
|
||||
}
|
||||
|
||||
function readScreen(width,height,reduced) {
|
||||
const outputWidth=reduced?960:width,outputHeight=reduced?540:height;
|
||||
const previous=Memory.alloc(12);
|
||||
gl.get(0x8CA6,previous);gl.get(0x8CAA,previous.add(4));gl.get(0x0C02,previous.add(8));
|
||||
const verify=reduced && config.verify_capture_restore && !screenRestoreVerified;
|
||||
let original=null;
|
||||
const originalViewport=Memory.alloc(16),originalScissor=Memory.alloc(16),originalScissorEnabled=Memory.alloc(4);
|
||||
if (verify) {
|
||||
gl.get(0x0BA2,originalViewport);gl.get(0x0C10,originalScissor);gl.get(0x0C11,originalScissorEnabled);
|
||||
gl.readBuffer(0x0405);gl.read(0,0,width,height,0x1908,0x1401,pixels);
|
||||
original=pixels.readByteArray(width*height*4);gl.readBuffer(previous.add(8).readU32());
|
||||
}
|
||||
gl.pushAttrib(0x000fffff);
|
||||
try {
|
||||
if (reduced) {
|
||||
loadFramebufferGL();
|
||||
const generated=Memory.alloc(4);
|
||||
if (!screenFramebuffer) {
|
||||
gl.genFramebuffers(1,generated);screenFramebuffer=generated.readU32();
|
||||
gl.genTextures(1,generated);screenTexture=generated.readU32();
|
||||
}
|
||||
gl.bindFramebuffer(0x8CA9,screenFramebuffer); // draw framebuffer only
|
||||
gl.bindTexture(0x0DE1,screenTexture);
|
||||
if (screenWidth!==outputWidth || screenHeight!==outputHeight) {
|
||||
gl.texImage(0x0DE1,0,0x8058,outputWidth,outputHeight,0,0x1908,0x1401,ptr(0));
|
||||
gl.texParameter(0x0DE1,0x2801,0x2600);gl.texParameter(0x0DE1,0x2800,0x2600);
|
||||
gl.framebufferTexture(0x8CA9,0x8CE0,0x0DE1,screenTexture,0);
|
||||
screenWidth=outputWidth;screenHeight=outputHeight;
|
||||
}
|
||||
if (gl.checkFramebuffer(0x8CA9)!==0x8CD5) throw new Error('Tactical framebuffer is incomplete');
|
||||
gl.bindFramebuffer(0x8CA8,0);gl.readBuffer(0x0405);gl.drawBuffer(0x8CE0);
|
||||
gl.disable(0x0C11); // native world clip must not crop this full-screen blit
|
||||
gl.blitFramebuffer(0,0,width,height,0,0,outputWidth,outputHeight,0x00004000,0x2600);
|
||||
gl.bindFramebuffer(0x8CA8,screenFramebuffer);gl.readBuffer(0x8CE0);
|
||||
} else {
|
||||
gl.readBuffer(0x0405);
|
||||
}
|
||||
const started=Date.now();
|
||||
gl.read(0,0,outputWidth,outputHeight,0x1908,0x1401,pixels);
|
||||
capturePerformance.read_ms+=Date.now()-started;
|
||||
return {width:outputWidth,height:outputHeight,binary:pixels.readByteArray(outputWidth*outputHeight*4)};
|
||||
} finally {
|
||||
// A HUD pass binds both targets; preserve them independently here.
|
||||
if (gl.bindFramebuffer) {
|
||||
gl.bindFramebuffer(0x8CA9,previous.readU32());
|
||||
gl.bindFramebuffer(0x8CA8,previous.add(4).readU32());
|
||||
}
|
||||
gl.popAttrib();gl.readBuffer(previous.add(8).readU32());
|
||||
if (verify) {
|
||||
const bindings=Memory.alloc(12),restoredViewport=Memory.alloc(16),restoredScissor=Memory.alloc(16),restoredScissorEnabled=Memory.alloc(4);
|
||||
gl.get(0x8CA6,bindings);gl.get(0x8CAA,bindings.add(4));gl.get(0x0C02,bindings.add(8));
|
||||
gl.get(0x0BA2,restoredViewport);gl.get(0x0C10,restoredScissor);gl.get(0x0C11,restoredScissorEnabled);
|
||||
let stateDifferences=0;
|
||||
for (let i=0;i<3;i++) if (bindings.add(i*4).readU32()!==previous.add(i*4).readU32()) stateDifferences++;
|
||||
for (let i=0;i<4;i++) {
|
||||
if (restoredViewport.add(i*4).readS32()!==originalViewport.add(i*4).readS32()) stateDifferences++;
|
||||
if (restoredScissor.add(i*4).readS32()!==originalScissor.add(i*4).readS32()) stateDifferences++;
|
||||
}
|
||||
if (restoredScissorEnabled.readU32()!==originalScissorEnabled.readU32()) stateDifferences++;
|
||||
gl.readBuffer(0x0405);gl.read(0,0,width,height,0x1908,0x1401,pixels);gl.readBuffer(previous.add(8).readU32());
|
||||
const before=new Uint8Array(original),after=new Uint8Array(pixels.readByteArray(width*height*4));
|
||||
let differences=0;for (let i=0;i<before.length;i++) if (before[i]!==after[i]) differences++;
|
||||
send({type:'tactical_restore_proof',byte_differences:differences,state_differences:stateDifferences,native_width:width,native_height:height,transport_width:outputWidth,transport_height:outputHeight});
|
||||
screenRestoreVerified=true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Capture on the render thread before the backbuffer is swapped. No desktop screenshots.
|
||||
function attachCapture() { const timer = setInterval(function() {
|
||||
const gdi = Process.findModuleByName('gdi32.dll');
|
||||
if (gdi === null || !initializeGL()) return;
|
||||
clearInterval(timer);
|
||||
Interceptor.attach(gdi.getExportByName('SwapBuffers'), {
|
||||
onEnter() {
|
||||
const now = Date.now();
|
||||
capturePerformance.native_swaps++;
|
||||
const screenDue=capturePresentation!=='game' && now>=nextScreenCapture;
|
||||
const hudDue=hudEnabled && now>=nextHudCapture;
|
||||
if ((!screenDue && !hudDue) || sending) return;
|
||||
try {
|
||||
gl.get(0x0BA2,viewport); // GL_VIEWPORT
|
||||
const width=viewport.add(8).readS32(), height=viewport.add(12).readS32();
|
||||
if (width < 1 || height < 1 || width > 2560 || height > 1440) return;
|
||||
const size = width*height*4;
|
||||
if (size>capacity) { pixels=Memory.alloc(size); capacity=size; }
|
||||
sending=true;
|
||||
let original=null;
|
||||
const verify=hudDue && config.verify_capture_restore && !restoreVerified;
|
||||
if (screenDue || verify) original=readScreen(width,height,capturePresentation==='tactical' && !verify);
|
||||
if (hudDue) {
|
||||
const hudStart=Date.now();
|
||||
captureHud(width,height,size);
|
||||
capturePerformance.hud_ms+=Date.now()-hudStart;
|
||||
nextHudCapture=Math.max(nextHudCapture+100,now+1);
|
||||
send({type:'system_power_buttons',buttons:nativePowerButtons(width,height),width,height});
|
||||
}
|
||||
if (verify) {
|
||||
const previousRead=Memory.alloc(4);gl.get(0x0C02,previousRead);
|
||||
gl.readBuffer(0x0405);gl.read(0,0,width,height,0x1908,0x1401,pixels);gl.readBuffer(previousRead.readU32());
|
||||
const before=new Uint8Array(original.binary),after=new Uint8Array(pixels.readByteArray(size));
|
||||
let differences=0;for (let i=0;i<size;i++) if (before[i]!==after[i]) differences++;
|
||||
send({type:'hud_restore_proof',byte_differences:differences,width,height});
|
||||
restoreVerified=true;
|
||||
}
|
||||
if (screenDue) {
|
||||
send({type:'frame',width:original.width,height:original.height,native_width:width,native_height:height,
|
||||
captured_at:now/1000,supplemental_hud:hudEnabled},original.binary);
|
||||
capturePerformance.frames++;capturePerformance.bytes_sent+=original.binary.byteLength;
|
||||
const interval=capturePresentation==='tactical'?1000/30:config.capture_interval_ms;
|
||||
nextScreenCapture=Math.max(nextScreenCapture+interval,now+1);
|
||||
}
|
||||
sending=false;
|
||||
} catch (error) { sending=false; send({type:'capture_error',error:String(error)}); }
|
||||
capturePerformance.capture_ms+=Date.now()-now;
|
||||
}
|
||||
});
|
||||
send({type:'hooks_ready',pid:Process.id});
|
||||
},100); }
|
||||
@@ -0,0 +1,504 @@
|
||||
-- Original tabletop bridge code; uses the documented Hyperspace Lua API.
|
||||
-- State is emitted through Hyperspace's flushed log; Lua's IO sandbox stays intact.
|
||||
local tick = 0
|
||||
local sequence = 0
|
||||
local events = {}
|
||||
local projectile_ids = {}
|
||||
local next_id = 0
|
||||
local next_event = 0
|
||||
local render_ui_only = false
|
||||
local tactical = false
|
||||
local supplemental_hud = false
|
||||
local dialog_id = 0
|
||||
local dialog_signature = ""
|
||||
local errors = {}
|
||||
local crew_positions = {}
|
||||
local panel_tab = 'window'
|
||||
local panel_render_tick = -100
|
||||
local system_names = {[0]='shields',[1]='engines',[2]='oxygen',[3]='weapons',[4]='drones',
|
||||
[5]='medbay',[6]='pilot',[7]='sensors',[8]='doors',[9]='teleporter',[10]='cloaking',
|
||||
[11]='artillery',[12]='battery',[13]='clonebay',[14]='mind',[15]='hacking'}
|
||||
|
||||
local function json(value)
|
||||
local kind = type(value)
|
||||
if kind == 'nil' then return 'null' end
|
||||
if kind == 'boolean' then return value and 'true' or 'false' end
|
||||
if kind == 'number' then
|
||||
if value ~= value or value == math.huge or value == -math.huge then return 'null' end
|
||||
return tostring(value)
|
||||
end
|
||||
if kind == 'string' then
|
||||
return '"' .. value:gsub('[%z\1-\31\\"]', function(c)
|
||||
if c == '\\' then return '\\\\' end
|
||||
if c == '"' then return '\\"' end
|
||||
return string.format('\\u%04x', string.byte(c))
|
||||
end) .. '"'
|
||||
end
|
||||
local list, count = {}, 0
|
||||
for key in pairs(value) do if type(key) == 'number' then count = count + 1 end end
|
||||
if count > 0 then
|
||||
for i = 1, #value do list[#list+1] = json(value[i]) end
|
||||
return '[' .. table.concat(list, ',') .. ']'
|
||||
end
|
||||
for key, member in pairs(value) do list[#list+1] = json(tostring(key)) .. ':' .. json(member) end
|
||||
return '{' .. table.concat(list, ',') .. '}'
|
||||
end
|
||||
|
||||
local function attempt(label, callback, fallback)
|
||||
local ok, result = pcall(callback)
|
||||
if ok then return result end
|
||||
if not errors[label] then log('FTLVR_ERROR ' .. label .. ': ' .. tostring(result)); errors[label] = true end
|
||||
return fallback
|
||||
end
|
||||
|
||||
local function point(p) return {x=p.x, y=p.y} end
|
||||
local function distance(a,b) return math.sqrt((a.x-b.x)^2+(a.y-b.y)^2) end
|
||||
|
||||
local function drone_snapshot(drone, slot, is_space)
|
||||
local id=tostring(drone.selfId)
|
||||
if drone.selfId<0 then
|
||||
id=(is_space and 'space-' or 'internal-')..tostring(drone.iShipId)..'-'..tostring(slot)
|
||||
end
|
||||
local result={id=id,native_id=drone.selfId,slot=is_space and -1 or slot,name=drone.blueprint.name,
|
||||
kind=drone.blueprint.typeName,type=drone.type,owner=drone.iShipId,
|
||||
powered=drone.powered,deployed=drone.deployed,dead=drone.bDead,is_space=is_space}
|
||||
if is_space then
|
||||
result.space=drone.currentSpace
|
||||
result.x, result.y=drone.currentLocation.x,drone.currentLocation.y
|
||||
result.angle=drone.current_angle
|
||||
result.firing=drone.bFire
|
||||
result.target_ship=drone.destinationSpace
|
||||
result.target=point(drone.targetLocation)
|
||||
else
|
||||
local location=drone:GetWorldLocation()
|
||||
result.space=drone.iShipId
|
||||
result.x,result.y=location.x,location.y
|
||||
end
|
||||
return result
|
||||
end
|
||||
|
||||
local function append_space_drone(list, drone, slot)
|
||||
local value=drone_snapshot(drone,slot,true)
|
||||
-- Ordinary drones belong to ShipManager; special drones can also occur
|
||||
-- in SpaceManager. Retain one record when both vectors contain an object.
|
||||
for _,existing in ipairs(list) do
|
||||
if existing.is_space and existing.owner==value.owner and
|
||||
((value.native_id>=0 and existing.native_id==value.native_id) or
|
||||
(value.native_id<0 and existing.native_id<0 and existing.name==value.name and
|
||||
existing.space==value.space and existing.x==value.x and existing.y==value.y)) then return end
|
||||
end
|
||||
list[#list+1]=value
|
||||
end
|
||||
|
||||
local function impact(projectile, outcome, ship, location)
|
||||
next_event=next_event+1
|
||||
events[#events+1]={id='impact-'..tostring(next_event), projectile_id=tostring(projectile.selfId),
|
||||
phase='impact', outcome=outcome, ship=ship, target=location and point(location) or nil}
|
||||
end
|
||||
|
||||
local function ship_snapshot(ship, gui)
|
||||
if not ship then return nil end
|
||||
local graph = Hyperspace.ShipGraph.GetShipInfo(ship.iShipId)
|
||||
local result = {layout=ship.myBlueprint.layoutFile, image=ship.myBlueprint.imgFile,
|
||||
hull=ship.ship.hullIntegrity.first, hull_max=ship.ship.hullIntegrity.second,
|
||||
destroyed=ship.bDestroyed, rooms={}, crew={}, weapons={}, doors={}, drones={},
|
||||
systems={}, system_power={}, system_status={}, room_systems={}}
|
||||
for id=0,15 do
|
||||
local name=system_names[id]
|
||||
if ship:HasSystem(id) then
|
||||
local system=ship:GetSystem(id)
|
||||
result.systems[name]=true
|
||||
result.system_power[name]=ship:GetSystemPower(id)
|
||||
local row={id=id,key=name,name=name,room_id=system.roomId,
|
||||
allocated=system.powerState.first,max_power=system.powerState.second,
|
||||
effective_power=system:GetEffectivePower(),health=system.healthState.first,
|
||||
max_health=system.healthState.second,
|
||||
damaged=system.healthState.second-system.healthState.first,
|
||||
ionized=system.iLockCount>0,locked=system:GetLocked(),hacked=system.iHackEffect,
|
||||
powerable=system:GetNeedsPower(),power_cap=system:GetPowerCap(),
|
||||
battery_power=system.iBatteryPower,bonus_power=system.iBonusPower,
|
||||
on_fire=system.bOnFire,breached=system.bBreached,icon=name}
|
||||
result.system_status[#result.system_status+1]=row
|
||||
if id==8 then result.door_level=system.powerState.second end
|
||||
end
|
||||
end
|
||||
local reactor=Hyperspace.PowerManager.GetPowerManager(ship.iShipId)
|
||||
result.reactor={available=reactor:GetAvailablePower(),total=reactor:GetMaxPower(),
|
||||
used=reactor.currentPower.first,installed=reactor.currentPower.second,
|
||||
battery_available=reactor.batteryPower.second-reactor.batteryPower.first,
|
||||
battery_total=reactor.batteryPower.second}
|
||||
local breaches=ship.ship:GetHullBreaches(true)
|
||||
local shield = ship:GetShieldPower()
|
||||
result.shield = shield.first
|
||||
result.super_shield = shield.super.first
|
||||
local ellipse=ship.ship:GetBaseEllipse()
|
||||
result.shield_shape={center=point(ellipse.center),a=ellipse.a,b=ellipse.b}
|
||||
local image=ship.ship.shipImage
|
||||
result.ship_image={x=image.x,y=image.y,w=image.w,h=image.h}
|
||||
result.ship_image.name=ship.ship.shipImageName
|
||||
result.ship_image.resource=image.resId
|
||||
if image.tex then
|
||||
result.ship_image.texture_w=image.tex.width
|
||||
result.ship_image.texture_h=image.tex.height
|
||||
end
|
||||
for i=0, graph.rooms:size()-1 do
|
||||
local shape = graph:GetRoomShape(i)
|
||||
local center = ship:GetRoomCenter(i)
|
||||
local system=ship:GetSystemInRoom(i)
|
||||
if system then result.room_systems[tostring(i)]=system_names[system.iSystemType] or 'system' end
|
||||
local fire_tiles,breach_tiles={},{}
|
||||
if ship:GetFireCount(i)>0 then
|
||||
for x=shape.x+17.5,shape.x+shape.w-1,35 do
|
||||
for y=shape.y+17.5,shape.y+shape.h-1,35 do
|
||||
local fire=ship:GetFireAtPoint(x,y)
|
||||
if fire.fDamage>0 then fire_tiles[#fire_tiles+1]={x=x,y=y,damage=fire.fDamage} end
|
||||
end
|
||||
end
|
||||
end
|
||||
for j=0,breaches:size()-1 do
|
||||
local breach=breaches[j]
|
||||
-- Hull breaches store the tile's corner; consumers use tile centers.
|
||||
if breach.roomId==i then breach_tiles[#breach_tiles+1]={x=breach.pLoc.x+17.5,y=breach.pLoc.y+17.5,damage=breach.fDamage} end
|
||||
end
|
||||
result.rooms[#result.rooms+1] = {id=i, x=shape.x, y=shape.y, w=shape.w, h=shape.h,
|
||||
center=point(center), visible=not graph:GetRoomBlackedOut(i), oxygen=graph:GetRoomOxygen(i),
|
||||
fires=ship:GetFireCount(i),fire_tiles=fire_tiles,breach_tiles=breach_tiles,breaches=#breach_tiles}
|
||||
end
|
||||
local seen_doors={}
|
||||
for list_index,list in ipairs({ship.ship.vDoorList,ship.ship.vOuterAirlocks}) do
|
||||
for i=0,list:size()-1 do
|
||||
local door=list[i]
|
||||
local key=tostring(door.x)..':'..tostring(door.y)..':'..tostring(door.bVertical)
|
||||
if not seen_doors[key] then
|
||||
seen_doors[key]=true
|
||||
-- Vanilla gives every exterior airlock native id -1. Keep a
|
||||
-- unique semantic handle, retaining the original id for logs.
|
||||
local id=list_index==2 and 10000+i or door.iDoorId>=0 and door.iDoorId or i
|
||||
local locked=door.lockedDown.running
|
||||
local forced=door.forcedOpen.running
|
||||
result.doors[#result.doors+1]={id=id,native_id=door.iDoorId,x=door.x,y=door.y,
|
||||
vertical=door.bVertical,open=door.bOpen or door.bFakeOpen,
|
||||
room_a=door.iRoom1,room_b=door.iRoom2,health=door.health,max_health=door.baseHealth,
|
||||
locked=locked,forced_open=forced,hacked=door.iHacked,ionized=door.bIoned,
|
||||
level=door.doorLevel,blast=door.iBlast,
|
||||
controllable=ship.iShipId==0 and ship:DoorsFunction() and not locked and not forced}
|
||||
end
|
||||
end
|
||||
end
|
||||
for i=0, ship.vCrewList:size()-1 do
|
||||
local crew = ship.vCrewList[i]
|
||||
if not crew:IsDead() and not crew:OutOfGame() then
|
||||
local id=tostring(crew.extend.selfId)
|
||||
local previous=crew_positions[id]
|
||||
local running=previous~=nil and previous.ship==crew.currentShipId and
|
||||
(previous.tick==tick and previous.running or
|
||||
((crew.x-previous.x)^2+(crew.y-previous.y)^2)>0.04)
|
||||
crew_positions[id]={x=crew.x,y=crew.y,ship=crew.currentShipId,tick=tick,running=running}
|
||||
result.crew[#result.crew+1] = {id=id, index=i,
|
||||
name=crew.blueprint:GetNameShort(), species=crew.species, x=crew.x, y=crew.y,
|
||||
room=crew.iRoomId, owner=crew.iShipId, ship=crew.currentShipId,
|
||||
controllable=crew:GetControllable(), selected=crew.selectionState>0,
|
||||
health=crew.health.first, health_max=crew.health.second,
|
||||
fighting=crew.bFighting, repairing=crew:Repairing(),
|
||||
running=running,working=crew.bActiveManning,is_drone=crew:IsDrone()}
|
||||
end
|
||||
end
|
||||
local drones=ship:GetDroneList()
|
||||
for i=0,drones:size()-1 do
|
||||
local drone=drones[i]
|
||||
-- Hyperspace casts Drone* to its real subclass. Ordinary flying
|
||||
-- equipment drones must be included here as well as special vectors.
|
||||
if drone.type==2 or drone.type==3 then
|
||||
result.drones[#result.drones+1]=drone_snapshot(drone,i,false)
|
||||
else
|
||||
append_space_drone(result.drones,drone,i)
|
||||
end
|
||||
end
|
||||
for i=0,ship.spaceDrones:size()-1 do
|
||||
append_space_drone(result.drones,ship.spaceDrones[i],i)
|
||||
end
|
||||
local weapons = ship:GetWeaponList()
|
||||
for i=0, weapons:size()-1 do
|
||||
local weapon = weapons[i]
|
||||
local kind=weapon.blueprint.typeName:lower()
|
||||
if kind=='missiles' then kind='missile' end
|
||||
if kind=='burst' then kind='flak' end
|
||||
if weapon.blueprint.damage.iIonDamage>0 then kind='ion' end
|
||||
result.weapons[#result.weapons+1] = {slot=i, name=weapon.blueprint.name,
|
||||
kind=kind, powered=weapon.powered, autofire=weapon.autoFiring, charge=weapon.cooldown.first,
|
||||
cooldown=weapon.cooldown.second, mount=point(weapon.mount.position),
|
||||
charge_fraction=weapon.cooldown.second>0 and math.min(1,math.max(0,weapon.cooldown.first/weapon.cooldown.second)) or 1,
|
||||
charge_level=weapon.chargeLevel,charge_max=weapon.blueprint.chargeLevels,
|
||||
required_power=weapon.requiredPower,ready=weapon.powered and weapon.cooldown.first>=weapon.cooldown.second,
|
||||
num_shots=weapon.numShots,shots_fired=weapon.shotsFiredAtTarget,queued_shots=weapon.queuedProjectiles:size(),
|
||||
sub_charge=weapon.subCooldown.first,sub_cooldown=weapon.subCooldown.second,
|
||||
muzzle=point(weapon.weaponVisual.fireLocation), firing=weapon.weaponVisual.bFiring}
|
||||
end
|
||||
return result
|
||||
end
|
||||
|
||||
local function snapshot()
|
||||
local app = Hyperspace.App
|
||||
local gui = app.gui
|
||||
local player, enemy = Hyperspace.ships.player, Hyperspace.ships.enemy
|
||||
local state = {protocol=2, sequence=sequence, source='hyperspace', ready=app.world.bStartedGame,
|
||||
combat=enemy~=nil and not enemy.bDestroyed, paused=gui.bPaused,
|
||||
frozen=app.world.space.gamePaused, ui_mode='game', tactical=tactical, shots=events, projectiles={}}
|
||||
if app.menu.bOpen or not state.ready then state.ui_mode='menu' end
|
||||
state.ship_builder_open=app.menu.shipBuilder.bOpen
|
||||
state.event_pending = gui.event_pause and not gui.choiceBoxOpen
|
||||
state.transition = state.event_pending or (player and player.bJumping or false)
|
||||
if state.ui_mode~='menu' and gui.menu_pause and not gui.choiceBoxOpen and not state.transition then state.ui_mode='screen' end
|
||||
state.event_open = gui.choiceBoxOpen
|
||||
if tactical and state.ui_mode~='menu' then state.ui_mode='screen' end
|
||||
if state.event_open then
|
||||
state.dialog = attempt('dialog', function()
|
||||
local box=gui.choiceBox
|
||||
local choices={}
|
||||
local signature=box.mainText
|
||||
for i=0,box.choices:size()-1 do
|
||||
local choice=box.choices[i]
|
||||
signature=signature .. '|' .. tostring(choice.type) .. ':' .. choice.text
|
||||
choices[#choices+1]={index=i,text=choice.text,type=choice.type,enabled=choice.type~=1}
|
||||
end
|
||||
if signature~=dialog_signature then dialog_id=dialog_id+1; dialog_signature=signature end
|
||||
return {id=tostring(dialog_id),text=box.mainText,choices=choices,centered=box.centered}
|
||||
end, nil)
|
||||
else
|
||||
dialog_signature=''
|
||||
end
|
||||
local space = app.world.space
|
||||
state.hazard = space.bStorm and 'storm' or space.bNebula and 'nebula' or
|
||||
space.sunLevel and 'sun' or space.pulsarLevel and 'pulsar' or
|
||||
space.asteroidGenerator.bRunning and 'asteroid' or 'clear'
|
||||
if player and state.ready then
|
||||
state.player = ship_snapshot(player, gui)
|
||||
state.hull, state.hull_max = state.player.hull, state.player.hull_max
|
||||
state.shield, state.super_shield = state.player.shield, state.player.super_shield
|
||||
state.fuel, state.scrap = player.fuel_count, player.currentScrap
|
||||
state.oxygen = player:GetOxygenPercentage()
|
||||
state.player_origin = point(gui.shipPosition)
|
||||
state.enemy_origin = {x=gui.combatControl.position.x+gui.combatControl.targetPosition.x,
|
||||
y=gui.combatControl.position.y+gui.combatControl.targetPosition.y}
|
||||
state.weapon_selected = gui.combatControl.weapControl.armedSlot
|
||||
-- Read the systems' armed state directly. Cursor icons can be stale when
|
||||
-- their normal render is hidden by the VR presentation.
|
||||
local mind_mode=player.mindSystem and player.mindSystem.iArmed or 0
|
||||
local teleport_mode=player.teleportSystem and player.teleportSystem.iArmed or 0
|
||||
local hacking_armed=player.hackingSystem and player.hackingSystem.bArmed or false
|
||||
local target_kind=mind_mode~=0 and 'mind' or teleport_mode~=0 and 'teleporter' or
|
||||
hacking_armed and 'hacking' or (state.weapon_selected>=0 or gui.combatControl.weapControl.armedWeapon~=nil) and 'weapon' or ''
|
||||
state.targeting={active=target_kind~='',kind=target_kind,
|
||||
ships=target_kind=='mind' and {'player','enemy'} or {'enemy'},
|
||||
mode=target_kind=='teleporter' and teleport_mode or target_kind=='mind' and mind_mode or 0}
|
||||
state.autofire = gui.combatControl.weapControl.autoFiring
|
||||
state.drone_slots = player:GetDroneList():size()
|
||||
state.beam_targeting = gui.combatControl.movingBeam
|
||||
state.boss_visual = gui.combatControl.boss_visual
|
||||
state.jump_button = point(gui.ftlButton.position)
|
||||
state.ship_button = point(gui.upgradeButton.position)
|
||||
state.map_open = app.world.starMap.bOpen
|
||||
if state.ui_mode~='menu' and (state.map_open or gui.equipScreen.bOpen) then state.ui_mode='screen' end
|
||||
local loc = app.world.starMap.currentLoc
|
||||
local at_store = loc and loc.event and loc.event.store or false
|
||||
state.navigation = {
|
||||
jump=gui.ftlButton.bActive and player.jump_timer.first>=player.jump_timer.second and
|
||||
player:GetSystemPower(1)>0 and player:GetSystemPower(6)>0 and not player.bJumping,
|
||||
ship=gui.upgradeButton.bActive,
|
||||
store=at_store and gui.upgradeButton.bActive and not gui.dangerLocation}
|
||||
end
|
||||
if state.combat then
|
||||
state.enemy = ship_snapshot(enemy, gui)
|
||||
state.enemy_hull, state.enemy_hull_max = state.enemy.hull, state.enemy.hull_max
|
||||
state.enemy_shield, state.enemy_super_shield = state.enemy.shield, state.enemy.super_shield
|
||||
end
|
||||
-- All in-game native windows float above the table. The actual main menu
|
||||
-- keeps its existing headset screen, and navigation remains on the hand.
|
||||
local tab_open=tick-panel_render_tick<=8
|
||||
if state.ui_mode~='menu' and tab_open and not state.transition then state.ui_mode='screen' end
|
||||
state.blocking_ui=state.ui_mode=='menu' or state.map_open or state.event_open or state.event_pending or
|
||||
state.transition or gui.menu_pause or gui.equipScreen.bOpen or tab_open
|
||||
state.panel_open=state.ready and (gui.menu_pause or gui.equipScreen.bOpen or tab_open) and not
|
||||
(state.map_open or state.event_open or state.event_pending or state.transition)
|
||||
state.panel_kind=state.panel_open and (tab_open and panel_tab or gui.equipScreen.bOpen and 'ship' or 'window') or nil
|
||||
for i=0,space.drones:size()-1 do
|
||||
local drone=space.drones[i]
|
||||
local side=drone.iShipId==0 and state.player or state.enemy
|
||||
if side then append_space_drone(side.drones,drone,i) end
|
||||
end
|
||||
for id,position in pairs(crew_positions) do
|
||||
if tick-position.tick>120 then crew_positions[id]=nil end
|
||||
end
|
||||
local alive={}
|
||||
for i=0, space.projectiles:size()-1 do
|
||||
local p=space.projectiles[i]
|
||||
if not projectile_ids[p.selfId] and not p:Dead() and (p:GetType()==2 or p:GetType()==6) then
|
||||
local target_ship=Hyperspace.ships(p.targetId)
|
||||
if target_ship then
|
||||
next_id=next_id+1
|
||||
projectile_ids[p.selfId]={id=next_id,start=point(p.position)}
|
||||
local graph=Hyperspace.ShipGraph.GetShipInfo(p.targetId)
|
||||
events[#events+1]={id='fire-'..tostring(next_id),projectile_id=tostring(p.selfId),
|
||||
source='environment',ship=p.targetId,phase='fire',outcome='pending',
|
||||
target_space=p.targetId,
|
||||
kind=p:GetType()==2 and 'asteroid' or 'laser',origin_point=point(p.position),
|
||||
target=point(p.target),target_room=graph:GetSelectedRoom(p.target.x,p.target.y,true)}
|
||||
end
|
||||
end
|
||||
local record=projectile_ids[p.selfId]
|
||||
if record and not p:Dead() then
|
||||
alive[p.selfId]=true
|
||||
local progress=math.min(0.48,distance(p.position,record.start)/600)
|
||||
if p.currentSpace==p.targetId then
|
||||
local remaining=distance(p.position,p.target)
|
||||
record.entry_distance=record.entry_distance or math.max(1,remaining)
|
||||
progress=0.5+0.5*(1-math.min(1,remaining/record.entry_distance))
|
||||
end
|
||||
local live={id=tostring(p.selfId), progress=progress, missed=p.missed}
|
||||
if record.beam and p.currentSpace==p.targetId then
|
||||
live.beam_point=point(record.beam.sub_end)
|
||||
end
|
||||
state.projectiles[#state.projectiles+1]=live
|
||||
end
|
||||
end
|
||||
for id in pairs(projectile_ids) do
|
||||
if not alive[id] then projectile_ids[id]=nil end
|
||||
end
|
||||
render_ui_only = state.ready and not Hyperspace.App.menu.bOpen and not tactical
|
||||
sequence = sequence + 1
|
||||
log('FTLVR_STATE ' .. json(state))
|
||||
events = {}
|
||||
end
|
||||
|
||||
script.on_internal_event(Defines.InternalEvents.ON_TICK, function()
|
||||
-- A failed supplemental capture cannot keep the real game render hidden.
|
||||
supplemental_hud=false
|
||||
tick = tick + 1
|
||||
if tick % 6 == 0 then attempt('snapshot', snapshot, nil) end
|
||||
end)
|
||||
|
||||
-- Hyperspace supplies the native tab name through this render callback.
|
||||
if Defines.RenderEvents.TABBED_WINDOW then
|
||||
script.on_render_event(Defines.RenderEvents.TABBED_WINDOW,function(name)
|
||||
panel_tab=tostring(name)
|
||||
panel_render_tick=tick
|
||||
return Defines.Chain.CONTINUE
|
||||
end,function() end)
|
||||
end
|
||||
|
||||
script.on_internal_event(Defines.InternalEvents.PROJECTILE_FIRE, function(projectile, weapon)
|
||||
next_id = next_id + 1
|
||||
local id = next_id
|
||||
projectile_ids[projectile.selfId] = {id=id,start=point(projectile.position)}
|
||||
local target_ship = Hyperspace.ships(projectile.targetId)
|
||||
if not target_ship or projectile.ownerId < 0 or projectile.ownerId > 1 then return end
|
||||
local kind = weapon.blueprint.typeName:lower()
|
||||
if kind == 'burst' then kind='laser' end
|
||||
if kind == 'missiles' then kind='missile' end
|
||||
if projectile.damage.iIonDamage > 0 then kind='ion' end
|
||||
local graph = Hyperspace.ShipGraph.GetShipInfo(projectile.targetId)
|
||||
local slot=0
|
||||
local sender=Hyperspace.ships(projectile.ownerId)
|
||||
if sender then
|
||||
local list=sender:GetWeaponList()
|
||||
for i=0,list:size()-1 do
|
||||
if list[i].mount.position.x==weapon.mount.position.x and list[i].mount.position.y==weapon.mount.position.y then slot=i;break end
|
||||
end
|
||||
end
|
||||
local event = {id='fire-'..tostring(id), projectile_id=tostring(projectile.selfId), weapon_slot=slot,
|
||||
source=projectile.ownerId==0 and 'player' or 'enemy', kind=kind,
|
||||
target_space=projectile.targetId,
|
||||
start=point(projectile.position), target=point(projectile.target),
|
||||
target_room=graph:GetSelectedRoom(projectile.target.x, projectile.target.y, true),
|
||||
phase='fire', duration=0.7, outcome='pending'}
|
||||
if kind=='beam' then
|
||||
event.end_point=attempt('beam_end', function() return point(projectile.target2) end, point(projectile.target))
|
||||
projectile_ids[projectile.selfId].beam=projectile
|
||||
end
|
||||
events[#events+1] = event
|
||||
end)
|
||||
|
||||
script.on_internal_event(Defines.InternalEvents.DRONE_FIRE, function(projectile, drone)
|
||||
next_id=next_id+1
|
||||
projectile_ids[projectile.selfId]={id=next_id,start=point(projectile.position)}
|
||||
local target_ship=Hyperspace.ships(projectile.targetId)
|
||||
if target_ship and (projectile.ownerId==0 or projectile.ownerId==1) then
|
||||
local graph=Hyperspace.ShipGraph.GetShipInfo(projectile.targetId)
|
||||
local kind=projectile:GetType()==5 and 'beam' or projectile.damage.iIonDamage>0 and 'ion' or 'laser'
|
||||
local event={id='fire-'..tostring(next_id),projectile_id=tostring(projectile.selfId),
|
||||
phase='fire',outcome='pending',source=projectile.ownerId==0 and 'player' or 'enemy',
|
||||
drone_id=tostring(drone.selfId),origin_space=drone.currentSpace,
|
||||
target_space=projectile.targetId,
|
||||
kind=kind,origin_point=point(projectile.position),target=point(projectile.target),
|
||||
target_room=graph:GetSelectedRoom(projectile.target.x,projectile.target.y,true)}
|
||||
if kind=='beam' then
|
||||
projectile_ids[projectile.selfId].beam=projectile
|
||||
event.end_point=point(projectile.target2)
|
||||
end
|
||||
events[#events+1]=event
|
||||
end
|
||||
return Defines.Chain.CONTINUE
|
||||
end)
|
||||
|
||||
script.on_internal_event(Defines.InternalEvents.SHIELD_COLLISION, function(ship, projectile, damage, response)
|
||||
-- Actual collision responses are retained; the renderer never decides damage.
|
||||
if projectile and response.collision_type==2 then
|
||||
impact(projectile,'shield',ship.iShipId,response.point)
|
||||
end
|
||||
return Defines.Chain.CONTINUE
|
||||
end)
|
||||
script.on_internal_event(Defines.InternalEvents.DAMAGE_BEAM, function(ship, projectile, location, damage, newTile, beamHit)
|
||||
if projectile and newTile then impact(projectile,'beam',ship.iShipId,location) end
|
||||
return Defines.Chain.CONTINUE, beamHit
|
||||
end)
|
||||
script.on_internal_event(Defines.InternalEvents.DAMAGE_AREA_HIT, function(ship, projectile, location, damage, friendly)
|
||||
if projectile then
|
||||
impact(projectile,'hull',ship.iShipId,location)
|
||||
end
|
||||
return Defines.Chain.CONTINUE
|
||||
end)
|
||||
|
||||
script.on_internal_event(Defines.InternalEvents.ON_KEY_DOWN, function(key)
|
||||
if key==Defines.SDL.KEY_F6 then supplemental_hud=true; return Defines.Chain.PREEMPT end
|
||||
if key==Defines.SDL.KEY_F7 then supplemental_hud=false; return Defines.Chain.PREEMPT end
|
||||
if key==Defines.SDL.KEY_F9 then
|
||||
Hyperspace.App:OnRequestExit()
|
||||
return Defines.Chain.PREEMPT
|
||||
end
|
||||
if key==Defines.SDL.KEY_F8 then tactical=not tactical; return Defines.Chain.PREEMPT end
|
||||
return Defines.Chain.CONTINUE
|
||||
end)
|
||||
|
||||
-- Render callbacks also advance FTL jump animations. Keep those callbacks
|
||||
-- running and clip their geometry offscreen; never skip game logic to hide it.
|
||||
for _, name in ipairs({'LAYER_BACKGROUND','LAYER_FOREGROUND','LAYER_ASTEROIDS','LAYER_PLAYER','SHIP','SHIP_MANAGER','SHIP_JUMP','LAYER_FRONT'}) do
|
||||
if Defines.RenderEvents[name] then
|
||||
local active={}
|
||||
script.on_render_event(Defines.RenderEvents[name], function()
|
||||
if supplemental_hud then
|
||||
active[#active+1]=false
|
||||
-- This independent HUD pass must not update world render
|
||||
-- animations a second time. Normal render callbacks still run.
|
||||
return Defines.Chain.PREEMPT
|
||||
end
|
||||
-- Read the native state each render, including jump/event frames;
|
||||
-- snapshots are intentionally slower than the renderer.
|
||||
render_ui_only = Hyperspace.App.world.bStartedGame and not Hyperspace.App.menu.bOpen and not tactical
|
||||
active[#active+1]=render_ui_only
|
||||
if render_ui_only then
|
||||
Graphics.CSurface.GL_PushMatrix()
|
||||
-- agent.js hooks this sentinel and pushes an empty scissor.
|
||||
-- The after callback must pop both the matrix and that scissor.
|
||||
Graphics.CSurface.GL_Translate(-100000,-100000,0)
|
||||
end
|
||||
return Defines.Chain.CONTINUE
|
||||
end, function()
|
||||
if active[#active] then
|
||||
Graphics.CSurface.GL_PopMatrix()
|
||||
Graphics.CSurface.GL_PopScissor()
|
||||
end
|
||||
active[#active]=nil
|
||||
end)
|
||||
end
|
||||
end
|
||||
log('FTLVR_BRIDGE_READY protocol=2')
|
||||
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"lab": "C:/Games/FTL-VR-Lab",
|
||||
"hooks": "C:/Games/FTL-VR-Lab/hooks.json",
|
||||
"godot": "C:/Tools/Godot/Godot_v4.7.2-stable_win64.exe"
|
||||
}
|
||||
@@ -0,0 +1,73 @@
|
||||
# Architecture
|
||||
|
||||
[Back to README](../README.md) · [Development](DEVELOPMENT.md) · [Project status](STATUS.md)
|
||||
|
||||
FTL Tabletop VR is a companion renderer and input bridge for the **real single-player FTL process**. It does not reimplement the campaign, combat simulation or save format. FTL remains responsible for damage, cooldowns, crew pathfinding, events, progression, audio and saves.
|
||||
|
||||
## Data and input flow
|
||||
|
||||
```mermaid
|
||||
flowchart LR
|
||||
FTL[Isolated FTL + Hyperspace] -->|Lua snapshots and native render capture| Bridge[Python / Frida bridge]
|
||||
Bridge -->|State JSON and raw RGBA frames| Client[Godot OpenXR client]
|
||||
Client -->|Scoped command queue| Bridge
|
||||
Bridge -->|Native input handlers| FTL
|
||||
Owned[Player's owned ftl.dat] --> Extract[Local asset extractor]
|
||||
Extract -->|Ignored local assets| Client
|
||||
```
|
||||
|
||||
The normal launcher coordinates both programs. Commands call the verified game process's input handlers rather than generating global desktop mouse or keyboard events.
|
||||
|
||||
## Main components
|
||||
|
||||
| Location | Responsibility |
|
||||
|---|---|
|
||||
| [project.godot](../project.godot), [main.tscn](../main.tscn) | Godot entry point, renderer and OpenXR configuration |
|
||||
| [scripts/main.gd](../scripts/main.gd) | Scene lifecycle, placement, state application, controller input and context-sensitive interaction |
|
||||
| [openxr_action_map.tres](../openxr_action_map.tres) | Steam Frame and fallback controller action profiles |
|
||||
| [bridge/ftlvr_bridge.lua](../bridge/ftlvr_bridge.lua) | Hyperspace snapshots of native ships, rooms, crew, systems, doors, drones, hazards and combat events |
|
||||
| [bridge/agent.js](../bridge/agent.js) | Frida native hooks, capture and queued process-scoped input |
|
||||
| [tools/run_bridge.py](../tools/run_bridge.py) | Process bridge, snapshot normalization, input translation, asset lookup and frame publication |
|
||||
| [tools/launch.py](../tools/launch.py) | Preflight, VR-save backup, game/client launch, freshness checks and graceful shutdown |
|
||||
| [tools/prepare_lab.py](../tools/prepare_lab.py), [tools/resolve_hooks.py](../tools/resolve_hooks.py) | Isolated game preparation and exact supported executable hook resolution |
|
||||
| [tools/extract_ftl.py](../tools/extract_ftl.py) | Owner-local layouts, hull images, UI icons/artwork and bitmap fonts |
|
||||
| [scripts/ship_model.gd](../scripts/ship_model.gd), `voxel_*.gd` | Volumetric hull presentation, doors, crew, weapons and drones |
|
||||
| [scripts/combat_effects.gd](../scripts/combat_effects.gd), [scripts/space_environment.gd](../scripts/space_environment.gd) | Native-driven shot presentation and surrounding space/hazards |
|
||||
| `scripts/hud_*.gd`, `controller_*.gd`, `ftl_ui_*.gd` | Original captured HUD, themed hand screens, Help infographic and local font decoding |
|
||||
| [scripts/shortcut_wheel.gd](../scripts/shortcut_wheel.gd), [scripts/rename_keyboard.gd](../scripts/rename_keyboard.gd) | Contextual shortcuts and native rename field interaction |
|
||||
|
||||
## Authoritative state
|
||||
|
||||
The Lua snapshot protocol identifies its source as Hyperspace and includes ships, rooms, crew, doors, weapons, drones, system power/status, current UI context, dialog choices and combat events. The Python layer normalizes optional collections and crew membership, then publishes fresh state atomically.
|
||||
|
||||
Godot uses this state to place and animate visual actors. Native positions, current ship/space, ownership, deployment, cooldowns and sensor visibility matter independently. For example, an enemy-owned combat drone attacking the player renders around the player ship. Boarding crew render on the ship they currently occupy.
|
||||
|
||||
Projectiles originate from native weapon/drone locations and follow native shot information. Rendering does not determine hits or damage. Pause freezes presentation clocks while keeping actual native paused projectiles visible and removing stale shots. Environmental animation conveys the current hazard; exact hazard timing remains a polish/verification area.
|
||||
|
||||
## Original HUD and floating windows
|
||||
|
||||
The game renders its original HUD into a separate native framebuffer. This retains native fonts, localization, power widgets, tooltips and values even when the normal backbuffer displays Tactical, the map or a window. The bridge removes unwanted world/enemy HUD pixels for the headset layer and preserves complete native window content for floating panels.
|
||||
|
||||
Transport uses atomic raw RGBA files with an `FVR1` header, dimensions, sequence and timestamp. Tactical is captured at a target **30 Hz / 960×540**; map/windows retain **1280×720**. The independent HUD targets **10 Hz / 1280×720**. Native input coordinates remain **1280×720** regardless of capture resolution. PNG previews update at about 1 Hz and are diagnostics rather than the live transport.
|
||||
|
||||
The client reuses textures, reads only fresh frames and renders UI subviewports on changes. HUD/panel crops and alpha-aware pointing preserve native control coordinates. The hand panel receives priority over the headset HUD where they overlap. Rooms use floor intersections for targeting and crew drops, avoiding doors or miniatures blocking the intended destination.
|
||||
|
||||
## Local assets and generated data
|
||||
|
||||
`local_game_data/` is intentionally absent from this source package and ignored by Git. Each player extracts required content from their owned `ftl.dat`. The bridge can produce layout/image variants for encountered ships from that same local archive. The original soundtrack plays through FTL itself.
|
||||
|
||||
Hull artwork, system icons, fonts and captured game pixels are owner-local. Crew, weapon and drone geometry is created by the project's procedural model code. Shared immutable meshes/materials, cached icons/shields and batched room-hazard transforms reduce scene overhead.
|
||||
|
||||
During a live session local files include state, frame streams, the command queue, bridge status, tracking diagnostics and logs. These are transient operational files; do not commit them or include a live local-data folder in a source release.
|
||||
|
||||
## Isolation and version gates
|
||||
|
||||
The verified route prepares a separate copy of Steam Windows FTL 1.6.14, applies the official rollback to 1.6.9, and activates Hyperspace there. Native hooks are resolved for that exact supported executable. Unknown or changed executable fingerprints are rejected; removing these checks is not a compatibility fix.
|
||||
|
||||
The lab uses a separate `hs_ftlvr_` save prefix, and the launcher backs up that VR profile and lab settings before running. Game input is scoped to the verified process; text operations include an active-field identity so stale keyboard commands are rejected. Closing the client requests FTL's normal save-and-exit route.
|
||||
|
||||
## Demo versus live play
|
||||
|
||||
`--demo` avoids a live campaign connection and enables mocked renderer actions. Full ship/UI visuals still require owner-local extracted assets. Running the Godot project alone does not launch FTL and cannot provide an actual campaign. Use the combined launcher for live desktop or VR play after completing [installation](INSTALLATION.md).
|
||||
|
||||
Rendered fixtures, tests and desktop profiling establish specific renderer behavior. They do not establish Steam Frame comfort, complete campaign support or stereo headset frame pacing.
|
||||
@@ -0,0 +1,118 @@
|
||||
# Controls
|
||||
|
||||
[Back to README](../README.md) · [Installation](INSTALLATION.md) · [Project status](STATUS.md)
|
||||
|
||||
The main mapping targets **Steam Frame controllers through SteamVR/OpenXR**. Other OpenXR profiles are included, but their comfort and complete button coverage have not been verified on hardware. The left hand holds navigation; the right hand points and acts.
|
||||
|
||||
Open **Controls / Help** on the left panel for an illustrated controller diagram. The HUD and hand panel also display contextual input hints. The diagram is drawn by [controller_help.gd](../scripts/controller_help.gd); the actual action bindings are in [openxr_action_map.tres](../openxr_action_map.tres).
|
||||
|
||||
## Steam Frame quick reference
|
||||
|
||||
| Control | Action |
|
||||
|---|---|
|
||||
| Right trigger | Click native HUD/menu controls, select crew, order movement or target a room |
|
||||
| Right trigger held on crew | Grab a movement preview; release over a room on that crew's current ship to order movement |
|
||||
| Right trigger held for a beam | Start at one enemy room and release at the beam's end room |
|
||||
| Right B | Native right click on a pointed HUD control; cancel selection/grab/wheel over space |
|
||||
| Right A | Toggle enemy room inspection; change category when the wheel is open |
|
||||
| Right grip, held | Hold the game's Shift modifier |
|
||||
| Right stick click, held | Hold the game's Ctrl modifier |
|
||||
| Right bumper, held | Open the shortcut wheel |
|
||||
| Right stick direction | Select a wheel slot; release bumper to confirm |
|
||||
| Left Dpad Down | Open or close Tactical |
|
||||
| Left View | Pause or resume |
|
||||
| Left Dpad Up | Open or close Shortcuts |
|
||||
| Left Dpad Left / Right | Previous / next hand-screen page |
|
||||
| Left grip, held + hand motion | Move the encounter |
|
||||
| Left stick horizontal / vertical | Rotate / resize the encounter |
|
||||
| Left stick click | Recenter the encounter |
|
||||
| Left trigger | Return crew to stations, except on System Power |
|
||||
| Right grip + left trigger | Save stations, except on System Power |
|
||||
|
||||
The page order is **Navigation → Tactical → Shortcuts → System Power → Jump → Help**. Point at an available panel button with the right controller and pull the right trigger. Jump, Ship and Store are offered according to native game availability.
|
||||
|
||||
## System Power page
|
||||
|
||||
This page changes the contextual controls below. **Steam Frame X/Y are on the right controller.**
|
||||
|
||||
| Control | Action |
|
||||
|---|---|
|
||||
| Point at a system card | Select that system without changing its power |
|
||||
| Right X / Y | Select previous / next installed powerable system |
|
||||
| Left trigger | Add one native power step to the selected system |
|
||||
| Left bumper | Remove one native power step |
|
||||
|
||||
The game decides whether a change is allowed. One engine step changes one power bar; one shield step normally changes two. Damage, ion locks, capacity, bonus power and battery power follow the actual game state. The reactor column shows available power. A stationary pointer does not continuously override X/Y selection.
|
||||
|
||||
## Crew, doors and room targeting
|
||||
|
||||
- Trigger-click a crew miniature or original HUD portrait to select it. Hold right grip while selecting to add to the selection group.
|
||||
- Hold the trigger on a crew member, aim at the highlighted destination floor, then release. The miniature is a preview; FTL moves the actual crew under its usual rules.
|
||||
- Release over empty space to keep the selection, or use B to cancel the grab.
|
||||
- Trigger-click a door or airlock to toggle it. Native locked, disabled and hacked states still apply.
|
||||
- Select a weapon or targeting system first, then point at its allowed ship and trigger-click a room. Mind control, hacking and teleporters use native targeting rules, including power, cooldown and sensor restrictions.
|
||||
- Tactical retains the original 2D view while allowing 3D crew, room and door interaction.
|
||||
|
||||
Enemy inspection reveals room roles; it does not reveal crew or hazards that FTL's sensors hide.
|
||||
|
||||
## Shortcut wheel and event choices
|
||||
|
||||
Hold the **right bumper**, move the right stick toward a slot and release the bumper to activate it. Returning the stick to the center cancels. Right trigger confirms immediately; B cancels. Right A changes the category.
|
||||
|
||||
The wheel starts with weapon slots 1–4 and drone slots 5–8. Other categories provide system power and system actions. Uninstalled or unavailable entries cannot activate. When a choice event is open, the wheel becomes a choice selector for entries 1–8; original dialog controls remain pointable.
|
||||
|
||||
Shift and Ctrl also apply when confirming relevant wheel or shortcut commands.
|
||||
|
||||
| Original shortcut | VR equivalent |
|
||||
|---|---|
|
||||
| Shift + crew selection | Hold right grip while trigger-clicking crew |
|
||||
| Shift + weapon/drone shortcut | Hold right grip while selecting its shortcut to depower |
|
||||
| Shift + system power shortcut | Hold right grip while selecting its shortcut to remove power |
|
||||
| Ctrl + weapon selection/target | Hold right stick click to reverse global autofire for that weapon |
|
||||
| Right click | Point at the original control and press right B |
|
||||
|
||||
Shortcut pages include crew selection/stations, doors, autofire, installed weapons/drones and installed system actions. The original keyboard labels remain visible:
|
||||
|
||||
- Power: A shields, S engines, F oxygen, D medbay/clonebay, W weapons, E drones, G teleporter, H cloaking, K mind control, L hacking, Y artillery.
|
||||
- Actions: Q all crew; `/` save stations; Enter return to stations; Z/X open/close doors; V autofire; C cloak; T/R send/return teleporters; N hacking; M mind control; B battery.
|
||||
|
||||
These are native key equivalents shown on buttons, not extra physical controller buttons.
|
||||
|
||||
## Navigation, windows and renaming
|
||||
|
||||
**Jump** opens the actual sector map above and ahead of the installed piloting room. Point at a beacon using the right controller and use the original confirmation controls. The map follows the ship's cockpit and orientation. **Close Map** returns to the encounter.
|
||||
|
||||
Events, Store (including BUY/SELL), upgrades, crew and equipment windows float above the player ship. Their original localized controls stay interactive. Main menus remain 2D. The original HUD follows the headset; the hand panel has visual and pointing priority where it overlaps the HUD.
|
||||
|
||||
To rename a ship or crew member, click its original name-edit field. A floating **QWERTY keyboard** appears:
|
||||
|
||||
- Right trigger selects keys; Shift changes case.
|
||||
- Back deletes one character; Clear empties the field.
|
||||
- Done confirms; Cancel or right B restores the original name.
|
||||
- Native name-length limits apply. Desktop Unicode typing is forwarded while the field is active.
|
||||
|
||||
The VR keyboard does not install a keyboard layout or alter Windows language settings.
|
||||
|
||||
## Placement and tracking
|
||||
|
||||
At first tracked launch the ship is placed in front of and below the headset. The encounter then stays where it was placed until moved with left grip, resized/rotated or recentered. It does not continually follow the headset. Enemy arrival retains the player anchor.
|
||||
|
||||
The controller panel and pointer use bounded pose smoothing. If the right controller loses tracking, a warning appears. Check SteamVR controller status and reconnect before continuing if pointing disappears.
|
||||
|
||||
## Desktop client
|
||||
|
||||
Desktop mode is useful for setup and debugging; it is not a headset performance test.
|
||||
|
||||
| Input | Action |
|
||||
|---|---|
|
||||
| Left click | Point/select/order using the native HUD and 3D scene |
|
||||
| Right click | Native secondary click/cancel |
|
||||
| Space | Pause/resume |
|
||||
| 1–4 / 5–8 | Weapon / drone shortcuts |
|
||||
| E | Inspect enemy rooms |
|
||||
| R | Recenter |
|
||||
| J | Open navigation |
|
||||
| F8 | Toggle Tactical |
|
||||
| Escape | Native menu |
|
||||
|
||||
Live desktop mode forwards actions to the isolated FTL process. The separate `--demo` mode provides renderer fixtures; it does not run a campaign.
|
||||
@@ -0,0 +1,114 @@
|
||||
# Development and verification
|
||||
|
||||
[Back to README](../README.md) · [Architecture](ARCHITECTURE.md) · [Contributing](../CONTRIBUTING.md) · [Project status](STATUS.md)
|
||||
|
||||
Start with [installation](INSTALLATION.md) for the verified Windows tool versions and local asset import. This is a source prototype with a version-specific native bridge, not a universal drop-in game converter.
|
||||
|
||||
## Working on the client
|
||||
|
||||
Open `project.godot` in the documented Godot version. Keep `local_game_data/`, imported caches, exports, lab copies and third-party binaries out of the repository. For game-free renderer inspection, start the project with `--demo --desktop`:
|
||||
|
||||
```powershell
|
||||
godot --xr-mode off --path . -- --demo --desktop
|
||||
```
|
||||
|
||||
This does not launch a native campaign. Detailed ship/UI inspection still needs local extraction from an owned game archive. Live play uses `tools/launch.py`, not the demo command. Do not use stale captured state as evidence that a new native integration works.
|
||||
|
||||
The main implementation areas are listed in [Architecture](ARCHITECTURE.md). A focused change usually fits one of four paths:
|
||||
|
||||
1. **Presentation:** procedural models, effects or placement; preserve native positions/visibility and pause behavior.
|
||||
2. **Controller/UI:** action mapping, ray/crop picking, contextual pages and panel priority; update the Help diagram and [controls](CONTROLS.md) together.
|
||||
3. **Bridge:** schema and native command translation; verify native outcomes in a separate lab/profile.
|
||||
4. **Transport/performance:** capture/read/upload timing; keep resolution-independent native picking and avoid per-frame mesh/texture allocation.
|
||||
|
||||
## Python checks
|
||||
|
||||
After installing the documented Python requirements, run from the repository root:
|
||||
|
||||
```powershell
|
||||
python -m unittest discover -s tools -p "test_*.py"
|
||||
```
|
||||
|
||||
The last development revision passed **27 Python tests**. They exercise synthetic archive/layout/font extraction, bridge schema/input translation, native-pixel filtering and raw frame publication. They do not launch FTL. Temporary fixture files are created by the tests.
|
||||
|
||||
## Godot checks
|
||||
|
||||
Use a **separate development checkout or disposable local-data folder** with the required extracted assets. Some suites write screenshots/test frames under `local_game_data/`; do not run them over an active production bridge or package those outputs. Create the local output folder before graphical suites if it is missing.
|
||||
|
||||
The seven suites below passed in the previous configured development environment. A fresh source checkout lacks game assets; model/input/font checks may fail until local extraction is complete.
|
||||
|
||||
```powershell
|
||||
godot --headless --xr-mode off --path . --script tools/test_combat.gd -- --demo
|
||||
godot --headless --xr-mode off --path . --script tools/test_input.gd -- --demo --desktop
|
||||
godot --headless --xr-mode off --path . --script tools/test_models.gd -- --demo --desktop
|
||||
godot --headless --xr-mode off --path . --script tools/test_environment.gd -- --demo --desktop
|
||||
godot --xr-mode off --path . --script tools/test_ui.gd -- --desktop
|
||||
godot --xr-mode off --path . --script tools/test_controller_ui.gd -- --demo --desktop
|
||||
godot --xr-mode off --path . --script tools/test_frame_transport.gd -- --desktop
|
||||
```
|
||||
|
||||
The UI/controller/transport suites use actual GPU rendering, so keep their graphical mode. Headless runs of them are not equivalent verification. These suites cover effects, room/beam picking, controller context/bindings, model/task distinctions, environmental presentation, original local fonts, UI priority/crops and the raw frame protocol.
|
||||
|
||||
No test command above drives a native game or modifies its saves. Separate **live bridge checks** do run the game and can advance a run or change equipment/state.
|
||||
|
||||
## Native integration checks
|
||||
|
||||
Keep a disposable isolated lab/profile for automation. Back up its saves/settings and record how to restore it before interacting with FTL. Inspect the actual snapshot/input/capture result, not just a success log from the client. Do not perform live experiments in a valuable campaign.
|
||||
|
||||
```powershell
|
||||
python tools/launch.py --check --desktop
|
||||
python tools/launch.py --smoke
|
||||
```
|
||||
|
||||
`--check` performs preflight without launching. `--smoke` launches the actual isolated game and desktop client, then requests client shutdown after a short interval and checks cleanup. It uses the configured VR save prefix, takes the normal pre-launch backup and may save game state on exit; it is not a purely synthetic test.
|
||||
|
||||
When adding a system or command, compare the visible native outcome and snapshot: installed-system availability, native power step, target room/ship, actual crew position, resource change or event transition. A target being accepted does not establish that its eventual effect completed. Hacking attachment/effects, native beam/bomb encounter coverage and full campaigns remain areas for further verification.
|
||||
|
||||
The preparer, resolver and launcher reject unknown executable fingerprints. To support another executable, identify a known owned build, implement and validate a complete matching route and keep the rejection path. Do not disable fingerprint checks or reuse addresses from a different build.
|
||||
|
||||
## Profiling and visual inspection
|
||||
|
||||
For a running disposable live session with Tactical open:
|
||||
|
||||
```powershell
|
||||
python tools/profile_tactical.py
|
||||
godot --xr-mode off --path . --script tools/profile_tactical.gd -- --desktop --full-main
|
||||
```
|
||||
|
||||
These measure native transport delivery and received textures/desktop rendering. **They are not stereo headset FPS.** The observed improvements and outstanding headset gates are summarized in [STATUS](STATUS.md). Use raw sequence/timestamp freshness rather than the deliberately slow PNG previews.
|
||||
|
||||
Additional helpers:
|
||||
|
||||
| Tool | Use |
|
||||
|---|---|
|
||||
| `tools/benchmark_effects.gd` | Renderer effect benchmark; desktop results only |
|
||||
| `tools/capture_models.gd` | Local model/weapon gallery |
|
||||
| `tools/capture_ship_details.gd` | Explicit visual fixture for door tiers, fire/breach effects and hull bar |
|
||||
| `tools/capture_environment.gd` | Environmental presentation inspection |
|
||||
| `tools/capture_native_models.gd` | Inspect models from an owner-local native snapshot |
|
||||
| `tools/capture_live.gd`, `tools/record_live.gd` | Capture this client's viewport with a running bridge |
|
||||
| `tools/capture_input.gd`, `tools/input_harness.gd` | Simulated interaction inspection |
|
||||
|
||||
Fixtures illustrate behavior; label them as fixtures rather than real gameplay. Keep game-derived screenshots, snapshots and extracted resources local.
|
||||
|
||||
## Logs and useful evidence
|
||||
|
||||
- `local_game_data/logs/bridge.log`: native process/bridge errors.
|
||||
- `local_game_data/logs/client.log`: client output in combined launches.
|
||||
- `local_game_data/bridge_status.json`: connection, heartbeat and state/capture freshness.
|
||||
- `local_game_data/xr_input.json`: tracking state, chosen pose, action profile and trigger/grip values.
|
||||
- `FTLVR_XR_INPUT` client log lines: controller mapping/tracking diagnostics.
|
||||
- The configured lab's `save-backups/`: pre-launch VR-profile and settings snapshots.
|
||||
|
||||
Include relevant redacted excerpts in bug reports. Remove personal paths, save contents and any unrelated process/account details. A frozen native event/store UI is distinct from the user's pause toggle; check both state fields when diagnosing pause effects.
|
||||
|
||||
## Before proposing a change
|
||||
|
||||
- Describe the behavior changed and the native rule it relies on.
|
||||
- Run the focused checks for that area; state which assets/build/runtime were used.
|
||||
- Verify graphical changes in actual rendering and interactions in their relevant UI context.
|
||||
- For VR changes, report headset/controller testing separately from desktop/simulated results.
|
||||
- Keep generated data, game binaries, archives, extracted assets and saves out of the diff.
|
||||
- Update the Help diagram, controls, installation or status documentation when affected.
|
||||
|
||||
Full campaign testing, headset comfort and physical stereo performance remain community testing priorities. Passing all automated suites is useful evidence, not a declaration that these gates are complete.
|
||||
@@ -0,0 +1,40 @@
|
||||
# Connect this folder to a new GitHub repository
|
||||
|
||||
This folder is prepared as a standalone local Git repository on the `main` branch. It has no GitHub remote and has not been uploaded. Its history starts with this community source snapshot; the universal-modder development history is not copied into it.
|
||||
|
||||
## GitHub Desktop
|
||||
|
||||
1. Choose **File → Add local repository** and select this folder.
|
||||
2. Review the files and make any changes you want before publishing.
|
||||
3. Use **Publish repository**. Suggested name: `ftl-tabletop-vr`.
|
||||
4. Suggested description: `Experimental OpenXR tabletop VR mod for FTL: Faster Than Light, using your own game installation.`
|
||||
5. Select your account and visibility, then publish when ready.
|
||||
|
||||
## Git command line
|
||||
|
||||
Create an **empty** repository on GitHub. Leave automatic README, ignore and license creation unchecked because this folder already has those files. In a terminal opened in this folder:
|
||||
|
||||
```powershell
|
||||
git status
|
||||
# If you changed or added files, review and commit them first:
|
||||
git add .
|
||||
git commit -m "Prepare community release"
|
||||
|
||||
# Replace YOUR-ACCOUNT with your actual account or organization:
|
||||
git remote add origin https://github.com/YOUR-ACCOUNT/ftl-tabletop-vr.git
|
||||
git push -u origin main
|
||||
```
|
||||
|
||||
If there are no changes to commit, skip that commit command. If a remote named `origin` already exists, inspect it with `git remote -v` before changing it.
|
||||
|
||||
## After publishing
|
||||
|
||||
- Suggested topics: `ftl`, `vr`, `openxr`, `godot`, `steamvr`, `steam-frame`, `modding`.
|
||||
- Keep the root [MIT license](../LICENSE), [third-party notices](../THIRD_PARTY_NOTICES.md) and [license-reference documents](../licenses/README.md) with the source when copying or redistributing it.
|
||||
- The issue forms and Windows Python-test workflow are already included. The workflow does not install or run FTL and does not test a VR headset.
|
||||
- The first public description should call this an **experimental source alpha** and link to [project status](STATUS.md).
|
||||
- Keep local game data and prepared labs outside commits. `.gitignore` covers the expected generated folders and game formats.
|
||||
- Do not upload a ZIP of a working game installation as a release. A future client release should contain only the mod/client and generate game-dependent data locally.
|
||||
- A gameplay demo should be clearly identified as headset or desktop footage. Credit FTL's creators in the video/description, following [Subset's video policy](https://subsetgames.com/faq.html).
|
||||
|
||||
The packaged source does not include local testing captures or the development machine's launch configuration.
|
||||
@@ -0,0 +1,157 @@
|
||||
# Installation
|
||||
|
||||
This is a source release for a technical Windows alpha. Setup currently involves an isolated game copy, a matching Hyperspace installation and native hook resolution. The repository includes convenient environment and launch scripts; a complete installation on a fresh PC has not yet been validated.
|
||||
|
||||
The original FTL process runs gameplay, events, combat, saves and soundtrack. The Godot client reads its live state and forwards VR commands through the bridge. You need your own installed game; no FTL executable, archive, extracted artwork, fonts or music is included here.
|
||||
|
||||
## Prerequisites
|
||||
|
||||
| Requirement | Development/verification baseline |
|
||||
|---|---|
|
||||
| Operating system | Windows; the live bridge uses Windows native APIs |
|
||||
| FTL | Owned **Steam Windows 1.6.14** installation, with an unmodified executable |
|
||||
| Isolated FTL copy | Prepared by these tools, rolled back to **Windows 1.6.9** |
|
||||
| Python | **3.10+**, with `venv` and `pip`; development uses Python 3.12 |
|
||||
| Python packages | `requirements.txt`: Frida 17.9.0, Capstone 5.0.9, Pillow 10+, NumPy 1.24+ |
|
||||
| Godot | **4.7.2** Windows executable, Vulkan capable GPU/driver |
|
||||
| Hyperspace | **1.23.2** release archive and matching source/signature files |
|
||||
| Rollback | Official `patch/Steam-1.6.14.bps` from FTL-Version-Rollback |
|
||||
| Archive mod manager | **ftlman 0.7.4** Windows executable |
|
||||
| VR | SteamVR installed/running and selected as the active OpenXR runtime |
|
||||
| Tested hardware | Steam Frame, RTX 4060 Ti 8 GB, 32 GB RAM; desktop inspection and prior headset playtests |
|
||||
|
||||
The asset extractor can read compatible Steam or GOG 1.6.x archives. The complete GOG executable/loader route has **not** been validated. The preparer intentionally rejects an unknown executable or rollback patch. Other headsets and operating systems have not completed gameplay QA.
|
||||
|
||||
Obtain tools from their official project pages:
|
||||
|
||||
- [Python](https://www.python.org/downloads/windows/)
|
||||
- [Godot downloads](https://godotengine.org/download/archive/)
|
||||
- [Hyperspace releases and source](https://github.com/FTL-Hyperspace/FTL-Hyperspace)
|
||||
- [FTL-Version-Rollback](https://github.com/FTL-Hyperspace/FTL-Version-Rollback)
|
||||
- [ftlman releases](https://github.com/afishhh/ftlman/releases)
|
||||
|
||||
Keep downloaded tools and the isolated game **outside this repository**. Download the matching Hyperspace source as well as its release archive: the `.zhl` signature files are needed for `resolve_hooks.py`. The project does not download or install these game dependencies automatically.
|
||||
|
||||
## 1. Choose separate folders and back up your saves
|
||||
|
||||
Example paths below are placeholders. Replace them with your own locations:
|
||||
|
||||
| Purpose | Example |
|
||||
|---|---|
|
||||
| Repository | `D:\Projects\FTL-Tabletop-VR` |
|
||||
| Original Steam game | `C:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light` |
|
||||
| New isolated lab | `C:\Games\FTL-VR-Lab` |
|
||||
| Unpacked Hyperspace release | `C:\Tools\Hyperspace-1.23.2` |
|
||||
| Hyperspace source | `C:\Tools\FTL-Hyperspace-source` |
|
||||
| Rollback repository | `C:\Tools\FTL-Version-Rollback` |
|
||||
| ftlman | `C:\Tools\ftlman\ftlman.exe` |
|
||||
|
||||
Before the first game launch, copy your existing `%USERPROFILE%\Documents\My Games\FasterThanLight` folder to a separate backup. If your Documents folder is redirected, locate the actual FTL saves first. Close FTL before making this copy. The VR profile uses separate `hs_ftlvr_` save files in FTL's save directory; the isolated copy is not a completely separate Windows user profile.
|
||||
|
||||
The lab must be separate from the original game and must not be a parent or child of it. Use a new empty folder. `prepare_lab.py` refuses an unrelated nonempty destination. Do not use a Steam-managed folder for the lab, or point it at your installation.
|
||||
|
||||
## 2. Create the Python environment
|
||||
|
||||
Open a terminal in the repository, then run:
|
||||
|
||||
```powershell
|
||||
.\SETUP.cmd
|
||||
```
|
||||
|
||||
This creates `.venv`, installs `requirements.txt` there and copies the example config to ignored `local_game_data/launcher.json` if that file does not already exist. It requires internet access for Python packages. It does **not** patch FTL, install a loader into the game or launch it. Your Windows language and keyboard settings are not changed.
|
||||
|
||||
You can inspect its actions first with `SETUP.cmd --dry-run`. If the Windows `python` command opens the Microsoft Store, install Python from python.org with the Python launcher, reopen the terminal and retry.
|
||||
|
||||
## 3. Prepare and activate the isolated game
|
||||
|
||||
Check that the unpacked Hyperspace release contains:
|
||||
|
||||
- `Hyperspace.ftl`
|
||||
- `Windows - Extract these files into where FTLGame.exe is\Hyperspace.dll`
|
||||
- `Windows - Extract these files into where FTLGame.exe is\xinput1_4.dll`
|
||||
|
||||
Run the following in PowerShell, substituting your paths:
|
||||
|
||||
```powershell
|
||||
.\.venv\Scripts\python.exe tools\prepare_lab.py `
|
||||
--game "C:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light" `
|
||||
--lab "C:\Games\FTL-VR-Lab" `
|
||||
--rollback "C:\Tools\FTL-Version-Rollback\patch\Steam-1.6.14.bps" `
|
||||
--hyperspace "C:\Tools\Hyperspace-1.23.2" `
|
||||
--mod-manager "C:\Tools\ftlman\ftlman.exe" `
|
||||
--activate
|
||||
```
|
||||
|
||||
`--activate` explicitly installs the loader and patched resources into **that isolated lab**. The preparer verifies the original executable, rollback patch and resulting 1.6.9 executable. It packages our Lua bridge with Hyperspace resources, creates the `ftlvr` save prefix and sets the lab's window/bindings. The original Steam installation is read as the copy source.
|
||||
|
||||
Omit `--activate` to prepare resources without installing the loader into the lab. A prepared-only lab cannot run this client; rerun with `--activate` when ready. Keep the original installation in its recorded location: the bridge reads its archive to construct newly encountered ship variants.
|
||||
|
||||
## 4. Resolve the local executable hooks
|
||||
|
||||
Use `CApp.zhl` from the matching **win32/1.6.9** directory of the Hyperspace source:
|
||||
|
||||
```powershell
|
||||
.\.venv\Scripts\python.exe tools\resolve_hooks.py `
|
||||
"C:\Games\FTL-VR-Lab\FTLGame.exe" `
|
||||
"C:\Tools\FTL-Hyperspace-source\libzhlgen\test\functions\win32\1.6.9\CApp.zhl" `
|
||||
"C:\Games\FTL-VR-Lab\hooks.json"
|
||||
```
|
||||
|
||||
Keep the entire signature directory together. The resolver also reads neighboring files such as `CEvent.zhl`, `TextInput.zhl`, `CommandGui.zhl`, `TabbedWindow.zhl`, `ChoiceBox.zhl`, `MouseControl.zhl`, `StarMap.zhl`, `SystemControl.zhl`, `SystemBox.zhl` and `ShipSystem.zhl`. It checks unique signatures and structure probes, then stores the fingerprint and resolved addresses locally. Do not copy somebody else's `hooks.json` as a substitute.
|
||||
|
||||
## 5. Extract local presentation assets
|
||||
|
||||
Run against your **original owned archive**, not the lab's patched archive:
|
||||
|
||||
```powershell
|
||||
.\.venv\Scripts\python.exe tools\extract_ftl.py `
|
||||
"C:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light\ftl.dat"
|
||||
```
|
||||
|
||||
This generates the initial player/enemy ship data, original UI artwork and bitmap fonts in ignored `local_game_data/`. The bridge extracts additional ships on demand. Do not commit that folder or the generated lab to a public repository.
|
||||
|
||||
## 6. Configure and check
|
||||
|
||||
Edit `local_game_data/launcher.json`. It contains exactly these local paths:
|
||||
|
||||
```json
|
||||
{
|
||||
"lab": "C:/Games/FTL-VR-Lab",
|
||||
"hooks": "C:/Games/FTL-VR-Lab/hooks.json",
|
||||
"godot": "C:/Tools/Godot/Godot_v4.7.2-stable_win64.exe"
|
||||
}
|
||||
```
|
||||
|
||||
Use absolute paths and forward slashes, or double each backslash in JSON. Point `godot` at the actual downloaded executable, including its filename. Keep this configuration local.
|
||||
|
||||
For VR, start SteamVR, connect the headset/controllers and select SteamVR as the current OpenXR runtime in SteamVR settings. Then run:
|
||||
|
||||
```powershell
|
||||
.\CHECK-SETUP.cmd
|
||||
```
|
||||
|
||||
For a desktop check without a VR runtime:
|
||||
|
||||
```powershell
|
||||
.\CHECK-SETUP.cmd --desktop
|
||||
```
|
||||
|
||||
Checks verify dependencies, local extraction, the recorded original archive, the lab marker/fingerprint, required hooks, loader and OpenXR runtime. They do not launch, patch or attach to FTL. A passed check does not establish full campaign compatibility or headset performance.
|
||||
|
||||
## 7. Launch and close
|
||||
|
||||
```powershell
|
||||
.\RUN-VR.cmd
|
||||
# Or inspect the live client without a headset:
|
||||
.\RUN-DESKTOP.cmd
|
||||
```
|
||||
|
||||
The launcher backs up the separate VR save files and lab settings, starts the isolated FTL bridge, waits for fresh live state/capture and starts Godot. It can take up to roughly one minute to establish the bridge; failure details appear in the local logs.
|
||||
|
||||
Closing the client requests a graceful native save/exit and stops the bridge. Pre-launch VR backups are in the lab's `save-backups/` folder. Allow shutdown to finish before starting another session. Logs are in `local_game_data/logs/`. See [troubleshooting](TROUBLESHOOTING.md) and [controls](CONTROLS.md).
|
||||
|
||||
Do not change the lab's 1280×720 canvas or reserved bindings while testing. Run the source client with the launcher; opening Godot alone does not create the game bridge. Avoid running automated native QA tools against a campaign you want to keep: those tools can send game commands and change saves.
|
||||
|
||||
## Remove the prototype
|
||||
|
||||
Close the VR client, bridge and isolated game first. The repository, `.venv`, generated `local_game_data/`, downloaded dependencies and separate lab can then be removed as ordinary folders. VR profile files live in the FTL save directory, not only the lab; back them up before removing any `hs_ftlvr_` files. Keep the original game and ordinary FTL saves.
|
||||
@@ -0,0 +1,73 @@
|
||||
# Project status
|
||||
|
||||
**Prepared source snapshot:** `0.1.0-alpha.1`, 2026-10-03.
|
||||
|
||||
This is a playable experimental client connected to the real game. It is suitable for technical enthusiasts who can follow the source setup instructions and help test supported versions. A broad public release and a portable compiled installer are still future work.
|
||||
|
||||
## Implemented
|
||||
|
||||
| Area | Current behavior |
|
||||
| --- | --- |
|
||||
| Campaign | FTL runs its normal campaign, events, difficulty, combat rules, audio and saves |
|
||||
| Ships | Dynamic local layouts, extruded hull presentation, rooms, weapon mounts, opposing bows in combat and stable movable encounter placement |
|
||||
| HUD | Original native HUD follows the headset; native enemy HUD region is removed in gameplay; hand screen and pointer draw above it |
|
||||
| Navigation | Available actions only; actual sector map appears above/ahead of the pilot room and faces the viewer |
|
||||
| Menus/dialogs | Main menus remain 2D; native shop/ship windows and event choices float in the encounter; BUY/SELL panels are retained |
|
||||
| Crew | Native positions/tasks/selection, animated procedural race models, grab preview and native move orders; occupied crew face the viewer |
|
||||
| Targeting | Weapon and beam room targeting, plus native mind-control, teleporter and hacking target routing |
|
||||
| Systems | Installed-system shortcuts, modifier support and a System Power page using native allocation rules |
|
||||
| Doors | Open/closed, locked, damaged/hacked state and thin tier-dependent armor driven by native strength |
|
||||
| Combat visuals | Shields/super shields, weapon charge strips/pips, native firing/impact/projectile paths and enemy hull bar using locally imported vanilla art |
|
||||
| Drones | Distinct procedural space/interior families with deployment/power state and placement by native render space |
|
||||
| Hazards | Room fire/breach tiles and surrounding asteroid, sun, nebula/storm and pulsar presentations |
|
||||
| Input | Steam Frame actions, generic fallback profiles, controller infographic, action wheel and QWERTY rename keyboard |
|
||||
| Lifecycle | Isolated game copy, fingerprinted hooks, separate `hs_ftlvr_` saves, pre-launch backup and graceful save/exit |
|
||||
|
||||
## Verification recorded during development
|
||||
|
||||
| Check | Evidence and limits |
|
||||
| --- | --- |
|
||||
| Real-game startup | Main menu, hangar, new game, event choices and combined client/bridge startup checked |
|
||||
| Crew and doors | Native crew selection, room movement, station return, modifiers and upgraded door state checked |
|
||||
| Navigation | Actual map opening, beacon selection, fuel consumption and new event checked |
|
||||
| Weapons/combat | Player laser/missile targeting, enemy fire, shield/hull impact and native hull damage checked |
|
||||
| Systems | Power operations for installed powerable systems, native mind control and teleportation effects checked |
|
||||
| Hacking | Enemy room targeting accepted; attachment/effect completion remains unverified |
|
||||
| UI | Native HUD during Tactical/map/store/event/ship modes; enemy-region transparency; BUY/SELL content; rename input and original fonts checked across development revisions |
|
||||
| Drones | Native equipment/special/global lists deduplicated; actual combat and interior battle-drone state inspected |
|
||||
| Automated tests | Latest source revision passed 27 Python tests and seven Godot suites before this packaging task |
|
||||
| Desktop graphics | Vulkan rendering and model/UI inspection checked on RTX 4060 Ti 8 GB |
|
||||
| Save handling | Normal combined launch/exit and preservation of backed-up campaign data checked |
|
||||
| Steam Frame play | Maintainer confirmed playability and substantial partial runs; latest changes need further hardware coverage |
|
||||
|
||||
The automated suite uses synthetic fixtures for many edge cases. A passing test does not establish that every race, layout, weapon, drone, hazard or boss encounter has been exercised in a campaign.
|
||||
|
||||
## Performance: what the measurements mean
|
||||
|
||||
- The old Tactical texture path delivered about 6.30 updates/second in its measured consumer case.
|
||||
- The raw RGBA path reached 29.09 in the same consumer case and about 27.89–28.60 in complete desktop scene checks, including an asteroid scene.
|
||||
- Tactical uses 960×540 capture with a 30 Hz target. Jump/maps and native windows keep 1280×720. The independent native HUD targets 10 Hz.
|
||||
- These are capture/texture-delivery measurements. They are **not stereo headset FPS, motion-to-photon latency or SteamVR frame-time measurements**.
|
||||
|
||||
## Known limitations and remaining work
|
||||
|
||||
### Before a wider player release
|
||||
|
||||
1. Test setup from this standalone repository on a clean Windows machine.
|
||||
2. Measure physical Steam Frame readability, hand-screen steadiness, pointer latency and stereo frame pacing after the latest changes.
|
||||
3. Complete campaign coverage: Flagship phases, ship layouts/races, boarding, cloaking, beams/bombs, drones and hazard combinations.
|
||||
4. Verify hacking-drone arrival, attachment and resulting effect end to end.
|
||||
5. Check long-session transition/capture recovery and graceful shutdown under failure conditions.
|
||||
|
||||
### Compatibility and polish
|
||||
|
||||
- The preparer accepts only the fingerprinted Steam Windows 1.6.14 input and official rollback to 1.6.9. Unknown executables are rejected deliberately.
|
||||
- GOG PKG extraction works; the complete GOG executable/loader route is not verified.
|
||||
- Other headsets/controller profiles, Linux/macOS and FTL overhaul combinations are not verified.
|
||||
- Native game rules remain authoritative. VR hazard animation and some projectile/drone presentations are approximations, rather than complete reproductions of their 2D appearance or timing.
|
||||
- A source setup is supplied; compiled client distribution, export packaging and an end-user installer are not yet validated.
|
||||
- Python uses pinned Frida/Capstone and minimum Pillow/NumPy versions. Other combinations need testing.
|
||||
|
||||
## Useful next tests
|
||||
|
||||
Start with the supported setup. Report the exact game/loader/client versions, controller interaction profile, whether the problem occurs in VR or desktop, and steps to reproduce. For performance, distinguish stale Tactical textures from low headset frame rate. Use the [issue forms](../.github/ISSUE_TEMPLATE/) and follow [CONTRIBUTING.md](../CONTRIBUTING.md).
|
||||
@@ -0,0 +1,59 @@
|
||||
# Troubleshooting
|
||||
|
||||
Start with `CHECK-SETUP.cmd`, or `CHECK-SETUP.cmd --desktop` if testing without SteamVR. These checks are read-only. Setup remains a technical alpha; if the documented versions or paths are different, get the prerequisites in place before bypassing a check.
|
||||
|
||||
## Environment and installation
|
||||
|
||||
| Symptom | What to check |
|
||||
|---|---|
|
||||
| `python` opens Microsoft Store, or Python cannot be found | Install Python 3.10+ from python.org with its launcher, reopen your terminal and rerun `SETUP.cmd`. |
|
||||
| Missing `frida`, `PIL`, `numpy` or `capstone` | Run `SETUP.cmd` and use the repository's `.venv` Python. Installing into another Python environment will not satisfy the launch wrappers. |
|
||||
| Package installation fails | Check the pip output and internet connectivity. Python 3.12 is the development baseline. Setup does not download game dependencies. |
|
||||
| `.venv` is incomplete | Rename the incomplete `.venv` and rerun `SETUP.cmd`. Never move a virtual environment between checkouts; recreate it after moving the repository. |
|
||||
| Missing lab, Godot or hooks | Edit `local_game_data/launcher.json`, using absolute paths. Check that the Godot field is the executable file, not its folder. |
|
||||
| Bad JSON / invalid path | Use the format in `config/launcher.example.json`: forward slashes or doubled backslashes, double quotes and no trailing comma. |
|
||||
| Original Steam build rejected | The preparer requires the verified Windows Steam 1.6.14 executable. GOG assets work with extraction, but the GOG executable route is unverified. Do not suppress the fingerprint gate. |
|
||||
| Rollback patch rejected | Use the documented official `patch/Steam-1.6.14.bps`, not a patch for another storefront/version. |
|
||||
| Lab destination rejected | Use a new empty separate directory outside the installed game. A nonempty unrelated directory is intentionally refused. |
|
||||
| `Hyperspace.ftl`, loader DLL or ftlman error | Verify the full release folder structure and the ftlman executable/version described in Installation. |
|
||||
| Resolver reports a missing/ambiguous signature | Use the matching win32/1.6.9 signature directory from Hyperspace source, with all neighboring `.zhl` files. Do not use other people's hook addresses. |
|
||||
| Recorded original installation unavailable | The bridge still reads the original `ftl.dat` for newly encountered ships. Restore that location or rebuild the lab/config against the new installation. |
|
||||
|
||||
## Launch and VR
|
||||
|
||||
| Symptom | What to check |
|
||||
|---|---|
|
||||
| SteamVR runtime error | Start SteamVR and select it as the active OpenXR runtime in SteamVR settings. The launcher reads that setting; it does not modify it. |
|
||||
| Godot shows a scene but no live game | Use `RUN-VR.cmd` or `RUN-DESKTOP.cmd`; Godot alone does not start the native bridge. |
|
||||
| Bridge timeout or exits immediately | Read `local_game_data/logs/bridge.log`. Confirm the lab is activated, its executable matches `hooks.json`, Hyperspace exists and extraction is complete. |
|
||||
| “Bridge already running” | Close the existing client and allow graceful shutdown before retrying. Do not start several sessions against one VR save profile. |
|
||||
| Black or stale HUD/tactical image | Check `bridge_status.json` for fresh heartbeat/state/capture and errors. Check the logs. Do not judge the live Tactical stream from diagnostic PNGs: PNG previews update only once per second. |
|
||||
| Pointer missing or controller unresponsive | Confirm both controllers are tracked in SteamVR. Inspect the in-game warning, Help diagram and `xr_input.json` for each hand's tracking/profile/trigger values. Some fallback controller bindings remain untested. |
|
||||
| Tactical looks slow | Report headset settings and whether the 3D scene, HUD or Tactical capture is slow. The live Tactical stream targets 30 Hz; mono desktop capture measurements are not stereo headset FPS. |
|
||||
| Poor performance | Close unrelated GPU-intensive programs, record SteamVR resolution/refresh rate and note the encounter type. This alpha still needs physical stereo frame-pacing measurements and broad campaign QA. |
|
||||
| Vulkan/client failure | Read `client.log` and `godot.log`; confirm the documented Godot executable and GPU driver. The client uses Godot's Vulkan Mobile renderer. |
|
||||
|
||||
## Saves and game input
|
||||
|
||||
The VR client uses the `hs_ftlvr_` profile in the normal FTL save directory. The launcher backs up that profile and isolated lab settings before each launch, under the lab's `save-backups/` directory. It does not make a complete backup of every ordinary FTL save. Make a manual full save-folder backup before your first run.
|
||||
|
||||
Close the session before restoring a VR backup. Preserve a copy of the current profile first and restore only the intended matching VR files. If shutdown fails, FTL's last autosave may be the most recent recoverable state. Do not run smoke/native QA tools against a precious campaign.
|
||||
|
||||
The bridge invokes handlers of the verified isolated FTL process. It does not drive your desktop mouse/keyboard or change the Windows keyboard layout. The floating renaming keyboard is QWERTY. Leave the lab's reserved input bindings and 1280×720 window unchanged.
|
||||
|
||||
## Useful diagnostic files
|
||||
|
||||
| Local file | Purpose |
|
||||
|---|---|
|
||||
| `local_game_data/logs/bridge.log` | Native process, Hyperspace state and capture/input bridge failures |
|
||||
| `local_game_data/logs/client.log` | Godot client process output |
|
||||
| `local_game_data/logs/godot.log` | Renderer/XR messages; search `FTLVR_XR_INPUT` for controller diagnostics |
|
||||
| `local_game_data/bridge_status.json` | Session connection, heartbeat, state/capture freshness and errors |
|
||||
| `local_game_data/xr_input.json` | Hand tracking, selected pose, interaction profile and button/axis values |
|
||||
| `local_game_data/manifest.json` | Local asset extraction summary and source archive path |
|
||||
| `<lab>/ftlvr-lab.json` | Local source installation, save prefix and activation marker |
|
||||
| `<lab>/hooks.json` | Resolved local executable fingerprint and hook data |
|
||||
|
||||
For a bug report, include the expected/actual behavior, reproduction steps, storefront/game version, Godot/Hyperspace versions, headset/controllers, GPU, SteamVR settings and relevant **short** log excerpts. A short gameplay recording can help diagnose pointing or panel placement.
|
||||
|
||||
Review excerpts for your username, absolute filesystem paths or other personal information before posting. Do not attach game archives, executable copies, extracted game assets or full save folders. An issue report need not contain the entire local working directory.
|
||||
@@ -0,0 +1,31 @@
|
||||
This is the software license for Capstone disassembly framework.
|
||||
Capstone has been designed & implemented by Nguyen Anh Quynh <aquynh@gmail.com>
|
||||
|
||||
See http://www.capstone-engine.org for further information.
|
||||
|
||||
Copyright (c) 2013, COSEINC.
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright notice,
|
||||
this list of conditions and the following disclaimer.
|
||||
* Redistributions in binary form must reproduce the above copyright notice,
|
||||
this list of conditions and the following disclaimer in the documentation
|
||||
and/or other materials provided with the distribution.
|
||||
* Neither the name of the developer(s) nor the names of its
|
||||
contributors may be used to endorse or promote products derived from this
|
||||
software without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
||||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
|
||||
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
||||
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
||||
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
||||
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGE.
|
||||
@@ -0,0 +1,50 @@
|
||||
wxWindows Library Licence, Version 3.1
|
||||
======================================
|
||||
|
||||
Copyright (c) 1998-2005 Julian Smart, Robert Roebling et al
|
||||
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this licence document, but changing it is not allowed.
|
||||
|
||||
WXWINDOWS LIBRARY LICENCE
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
|
||||
This library is free software; you can redistribute it and/or modify it
|
||||
under the terms of the GNU Library General Public Licence as published by
|
||||
the Free Software Foundation; either version 2 of the Licence, or (at your
|
||||
option) any later version.
|
||||
|
||||
This library is distributed in the hope that it will be useful, but WITHOUT
|
||||
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public
|
||||
Licence for more details.
|
||||
|
||||
You should have received a copy of the GNU Library General Public Licence
|
||||
along with this software, usually in a file named COPYING.LIB. If not,
|
||||
write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth
|
||||
Floor, Boston, MA 02110-1301 USA.
|
||||
|
||||
EXCEPTION NOTICE
|
||||
|
||||
1. As a special exception, the copyright holders of this library give
|
||||
permission for additional uses of the text contained in this release of the
|
||||
library as licenced under the wxWindows Library Licence, applying either
|
||||
version 3.1 of the Licence, or (at your option) any later version of the
|
||||
Licence as published by the copyright holders of version 3.1 of the Licence
|
||||
document.
|
||||
|
||||
2. The exception is that you may use, copy, link, modify and distribute
|
||||
under your own terms, binary object code versions of works based on the
|
||||
Library.
|
||||
|
||||
3. If you copy code from files distributed under the terms of the GNU
|
||||
General Public Licence or the GNU Library General Public Licence into a
|
||||
copy of this library, as this licence permits, the exception does not apply
|
||||
to the code that you add in this way. To avoid misleading anyone as to the
|
||||
status of such modified files, you must delete this exception notice from
|
||||
such code and/or adjust the licensing conditions notice accordingly.
|
||||
|
||||
4. If you write modifications of your own for this library, it is your
|
||||
choice whether to permit this exception to apply to your modifications. If
|
||||
you do not wish that, you must delete the exception notice from such code
|
||||
and/or adjust the licensing conditions notice accordingly.
|
||||
@@ -0,0 +1,338 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 2, June 1991
|
||||
|
||||
Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
|
||||
<https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
License is intended to guarantee your freedom to share and change free
|
||||
software--to make sure the software is free for all its users. This
|
||||
General Public License applies to most of the Free Software
|
||||
Foundation's software and to any other program whose authors commit to
|
||||
using it. (Some other Free Software Foundation software is covered by
|
||||
the GNU Lesser General Public License instead.) You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
this service if you wish), that you receive source code or can get it
|
||||
if you want it, that you can change the software or use pieces of it
|
||||
in new free programs; and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
anyone to deny you these rights or to ask you to surrender the rights.
|
||||
These restrictions translate to certain responsibilities for you if you
|
||||
distribute copies of the software, or if you modify it.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must give the recipients all the rights that
|
||||
you have. You must make sure that they, too, receive or can get the
|
||||
source code. And you must show them these terms so they know their
|
||||
rights.
|
||||
|
||||
We protect your rights with two steps: (1) copyright the software, and
|
||||
(2) offer you this license which gives you legal permission to copy,
|
||||
distribute and/or modify the software.
|
||||
|
||||
Also, for each author's protection and ours, we want to make certain
|
||||
that everyone understands that there is no warranty for this free
|
||||
software. If the software is modified by someone else and passed on, we
|
||||
want its recipients to know that what they have is not the original, so
|
||||
that any problems introduced by others will not reflect on the original
|
||||
authors' reputations.
|
||||
|
||||
Finally, any free program is threatened constantly by software
|
||||
patents. We wish to avoid the danger that redistributors of a free
|
||||
program will individually obtain patent licenses, in effect making the
|
||||
program proprietary. To prevent this, we have made it clear that any
|
||||
patent must be licensed for everyone's free use or not licensed at all.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
|
||||
0. This License applies to any program or other work which contains
|
||||
a notice placed by the copyright holder saying it may be distributed
|
||||
under the terms of this General Public License. The "Program", below,
|
||||
refers to any such program or work, and a "work based on the Program"
|
||||
means either the Program or any derivative work under copyright law:
|
||||
that is to say, a work containing the Program or a portion of it,
|
||||
either verbatim or with modifications and/or translated into another
|
||||
language. (Hereinafter, translation is included without limitation in
|
||||
the term "modification".) Each licensee is addressed as "you".
|
||||
|
||||
Activities other than copying, distribution and modification are not
|
||||
covered by this License; they are outside its scope. The act of
|
||||
running the Program is not restricted, and the output from the Program
|
||||
is covered only if its contents constitute a work based on the
|
||||
Program (independent of having been made by running the Program).
|
||||
Whether that is true depends on what the Program does.
|
||||
|
||||
1. You may copy and distribute verbatim copies of the Program's
|
||||
source code as you receive it, in any medium, provided that you
|
||||
conspicuously and appropriately publish on each copy an appropriate
|
||||
copyright notice and disclaimer of warranty; keep intact all the
|
||||
notices that refer to this License and to the absence of any warranty;
|
||||
and give any other recipients of the Program a copy of this License
|
||||
along with the Program.
|
||||
|
||||
You may charge a fee for the physical act of transferring a copy, and
|
||||
you may at your option offer warranty protection in exchange for a fee.
|
||||
|
||||
2. You may modify your copy or copies of the Program or any portion
|
||||
of it, thus forming a work based on the Program, and copy and
|
||||
distribute such modifications or work under the terms of Section 1
|
||||
above, provided that you also meet all of these conditions:
|
||||
|
||||
a) You must cause the modified files to carry prominent notices
|
||||
stating that you changed the files and the date of any change.
|
||||
|
||||
b) You must cause any work that you distribute or publish, that in
|
||||
whole or in part contains or is derived from the Program or any
|
||||
part thereof, to be licensed as a whole at no charge to all third
|
||||
parties under the terms of this License.
|
||||
|
||||
c) If the modified program normally reads commands interactively
|
||||
when run, you must cause it, when started running for such
|
||||
interactive use in the most ordinary way, to print or display an
|
||||
announcement including an appropriate copyright notice and a
|
||||
notice that there is no warranty (or else, saying that you provide
|
||||
a warranty) and that users may redistribute the program under
|
||||
these conditions, and telling the user how to view a copy of this
|
||||
License. (Exception: if the Program itself is interactive but
|
||||
does not normally print such an announcement, your work based on
|
||||
the Program is not required to print an announcement.)
|
||||
|
||||
These requirements apply to the modified work as a whole. If
|
||||
identifiable sections of that work are not derived from the Program,
|
||||
and can be reasonably considered independent and separate works in
|
||||
themselves, then this License, and its terms, do not apply to those
|
||||
sections when you distribute them as separate works. But when you
|
||||
distribute the same sections as part of a whole which is a work based
|
||||
on the Program, the distribution of the whole must be on the terms of
|
||||
this License, whose permissions for other licensees extend to the
|
||||
entire whole, and thus to each and every part regardless of who wrote it.
|
||||
|
||||
Thus, it is not the intent of this section to claim rights or contest
|
||||
your rights to work written entirely by you; rather, the intent is to
|
||||
exercise the right to control the distribution of derivative or
|
||||
collective works based on the Program.
|
||||
|
||||
In addition, mere aggregation of another work not based on the Program
|
||||
with the Program (or with a work based on the Program) on a volume of
|
||||
a storage or distribution medium does not bring the other work under
|
||||
the scope of this License.
|
||||
|
||||
3. You may copy and distribute the Program (or a work based on it,
|
||||
under Section 2) in object code or executable form under the terms of
|
||||
Sections 1 and 2 above provided that you also do one of the following:
|
||||
|
||||
a) Accompany it with the complete corresponding machine-readable
|
||||
source code, which must be distributed under the terms of Sections
|
||||
1 and 2 above on a medium customarily used for software interchange; or,
|
||||
|
||||
b) Accompany it with a written offer, valid for at least three
|
||||
years, to give any third party, for a charge no more than your
|
||||
cost of physically performing source distribution, a complete
|
||||
machine-readable copy of the corresponding source code, to be
|
||||
distributed under the terms of Sections 1 and 2 above on a medium
|
||||
customarily used for software interchange; or,
|
||||
|
||||
c) Accompany it with the information you received as to the offer
|
||||
to distribute corresponding source code. (This alternative is
|
||||
allowed only for noncommercial distribution and only if you
|
||||
received the program in object code or executable form with such
|
||||
an offer, in accord with Subsection b above.)
|
||||
|
||||
The source code for a work means the preferred form of the work for
|
||||
making modifications to it. For an executable work, complete source
|
||||
code means all the source code for all modules it contains, plus any
|
||||
associated interface definition files, plus the scripts used to
|
||||
control compilation and installation of the executable. However, as a
|
||||
special exception, the source code distributed need not include
|
||||
anything that is normally distributed (in either source or binary
|
||||
form) with the major components (compiler, kernel, and so on) of the
|
||||
operating system on which the executable runs, unless that component
|
||||
itself accompanies the executable.
|
||||
|
||||
If distribution of executable or object code is made by offering
|
||||
access to copy from a designated place, then offering equivalent
|
||||
access to copy the source code from the same place counts as
|
||||
distribution of the source code, even though third parties are not
|
||||
compelled to copy the source along with the object code.
|
||||
|
||||
4. You may not copy, modify, sublicense, or distribute the Program
|
||||
except as expressly provided under this License. Any attempt
|
||||
otherwise to copy, modify, sublicense or distribute the Program is
|
||||
void, and will automatically terminate your rights under this License.
|
||||
However, parties who have received copies, or rights, from you under
|
||||
this License will not have their licenses terminated so long as such
|
||||
parties remain in full compliance.
|
||||
|
||||
5. You are not required to accept this License, since you have not
|
||||
signed it. However, nothing else grants you permission to modify or
|
||||
distribute the Program or its derivative works. These actions are
|
||||
prohibited by law if you do not accept this License. Therefore, by
|
||||
modifying or distributing the Program (or any work based on the
|
||||
Program), you indicate your acceptance of this License to do so, and
|
||||
all its terms and conditions for copying, distributing or modifying
|
||||
the Program or works based on it.
|
||||
|
||||
6. Each time you redistribute the Program (or any work based on the
|
||||
Program), the recipient automatically receives a license from the
|
||||
original licensor to copy, distribute or modify the Program subject to
|
||||
these terms and conditions. You may not impose any further
|
||||
restrictions on the recipients' exercise of the rights granted herein.
|
||||
You are not responsible for enforcing compliance by third parties to
|
||||
this License.
|
||||
|
||||
7. If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot
|
||||
distribute so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you
|
||||
may not distribute the Program at all. For example, if a patent
|
||||
license would not permit royalty-free redistribution of the Program by
|
||||
all those who receive copies directly or indirectly through you, then
|
||||
the only way you could satisfy both it and this License would be to
|
||||
refrain entirely from distribution of the Program.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under
|
||||
any particular circumstance, the balance of the section is intended to
|
||||
apply and the section as a whole is intended to apply in other
|
||||
circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
patents or other property right claims or to contest validity of any
|
||||
such claims; this section has the sole purpose of protecting the
|
||||
integrity of the free software distribution system, which is
|
||||
implemented by public license practices. Many people have made
|
||||
generous contributions to the wide range of software distributed
|
||||
through that system in reliance on consistent application of that
|
||||
system; it is up to the author/donor to decide if he or she is willing
|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
|
||||
8. If the distribution and/or use of the Program is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Program under this License
|
||||
may add an explicit geographical distribution limitation excluding
|
||||
those countries, so that distribution is permitted only in or among
|
||||
countries not thus excluded. In such case, this License incorporates
|
||||
the limitation as if written in the body of this License.
|
||||
|
||||
9. The Free Software Foundation may publish revised and/or new versions
|
||||
of the General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program
|
||||
specifies a version number of this License which applies to it and "any
|
||||
later version", you have the option of following the terms and conditions
|
||||
either of that version or of any later version published by the Free
|
||||
Software Foundation. If the Program does not specify a version number of
|
||||
this License, you may choose any version ever published by the Free Software
|
||||
Foundation.
|
||||
|
||||
10. If you wish to incorporate parts of the Program into other free
|
||||
programs whose distribution conditions are different, write to the author
|
||||
to ask for permission. For software which is copyrighted by the Free
|
||||
Software Foundation, write to the Free Software Foundation; we sometimes
|
||||
make exceptions for this. Our decision will be guided by the two goals
|
||||
of preserving the free status of all derivatives of our free software and
|
||||
of promoting the sharing and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
|
||||
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
|
||||
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
|
||||
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
|
||||
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
|
||||
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
|
||||
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
|
||||
REPAIR OR CORRECTION.
|
||||
|
||||
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
|
||||
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
|
||||
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
|
||||
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
|
||||
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
|
||||
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
convey the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; either version 2 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License along
|
||||
with this program; if not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program is interactive, make it output a short notice like this
|
||||
when it starts in an interactive mode:
|
||||
|
||||
Gnomovision version 69, Copyright (C) year name of author
|
||||
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, the commands you use may
|
||||
be called something other than `show w' and `show c'; they could even be
|
||||
mouse-clicks or menu items--whatever suits your program.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or your
|
||||
school, if any, to sign a "copyright disclaimer" for the program, if
|
||||
necessary. Here is a sample; alter the names:
|
||||
|
||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
|
||||
`Gnomovision' (which makes passes at compilers) written by James Hacker.
|
||||
|
||||
<signature of Moe Ghoul>, 1 April 1989
|
||||
Moe Ghoul, President of Vice
|
||||
|
||||
This General Public License does not permit incorporating your program into
|
||||
proprietary programs. If your program is a subroutine library, you may
|
||||
consider it more useful to permit linking proprietary applications with the
|
||||
library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License.
|
||||
@@ -0,0 +1,21 @@
|
||||
Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md).
|
||||
Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
|
||||
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,74 @@
|
||||
## Hyperspace
|
||||
FTL Hyperspace is licensed under a [Creative Commons Attribution-ShareAlike 4.0 International](http://creativecommons.org/licenses/by-sa/4.0/) license
|
||||
|
||||
## Other Licenses
|
||||
### ZHL
|
||||
All files of ZHL must retain attribution to [Kilburn (@FixItVinh)](https://twitter.com/fixitvinh) if used.
|
||||
ZHL files are:
|
||||
- [`src/zhl/zhl.cpp`](src/zhl/zhl.cpp)
|
||||
- [`src/zhl/zhl.h`](src/zhl/zhl.h)
|
||||
- [`src/zhl/zhl_private.h`](src/zhl/zhl_private.h)
|
||||
- [`src/zhl/zhl_internal.h`](src/zhl/zhl_internal.h)
|
||||
- [`src/zhl/SigScan.cpp`](src/zhl/SigScan.cpp)
|
||||
- [`src/zhl/SigScan.h`](src/zhl/SigScan.h)
|
||||
- [`libzhlgen/lua/parsefuncs.lua`](libzhlgen/lua/parsefuncs.lua)
|
||||
- [`libzhlgen/lua/cparser.lua`](libzhlgen/lua/cparser.lua)
|
||||
- [`libzhlgen/test/IDA Formatting.txt`](<libzhlgen/test/IDA Formatting.txt>)
|
||||
|
||||
Further contributions to ZHL done by the hyperspace team remain under CC-BY-SA 4.0 as all other parts of Hyperspace.
|
||||
|
||||
### RapidXML
|
||||
MIT License
|
||||
```
|
||||
Copyright (c) 2006, 2007 Marcin Kalicinski
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do so,
|
||||
subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
||||
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
IN THE SOFTWARE.
|
||||
```
|
||||
|
||||
### Discord RPC
|
||||
MIT License
|
||||
```
|
||||
Copyright 2017 Discord, Inc.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
```
|
||||
|
||||
### HDE32 & HDE64
|
||||
See LICENSE file in [`third_party/detours/hde32`](third_party/detours/hde32/LICENSE) and [`third_party/detours/hde64`](third_party/detours/hde64/LICENSE) folder
|
||||
|
||||
### Mologie Detours
|
||||
See License at top of [`third_party/detours/detours.h`](third_party/detours/detours.h) (But it's also MIT License)
|
||||
|
||||
Further contributions to Mologie Detours by the Hyperspace team remain under CC-BY-SA 4.0 and not under its original MIT License
|
||||
@@ -0,0 +1,950 @@
|
||||
Copyright (c) 2005-2025, NumPy Developers.
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are
|
||||
met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the following
|
||||
disclaimer in the documentation and/or other materials provided
|
||||
with the distribution.
|
||||
|
||||
* Neither the name of the NumPy Developers nor the names of any
|
||||
contributors may be used to endorse or promote products derived
|
||||
from this software without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
----
|
||||
|
||||
The NumPy repository and source distributions bundle several libraries that are
|
||||
compatibly licensed. We list these here.
|
||||
|
||||
Name: lapack-lite
|
||||
Files: numpy/linalg/lapack_lite/*
|
||||
License: BSD-3-Clause
|
||||
For details, see numpy/linalg/lapack_lite/LICENSE.txt
|
||||
|
||||
Name: dragon4
|
||||
Files: numpy/_core/src/multiarray/dragon4.c
|
||||
License: MIT
|
||||
For license text, see numpy/_core/src/multiarray/dragon4.c
|
||||
|
||||
Name: libdivide
|
||||
Files: numpy/_core/include/numpy/libdivide/*
|
||||
License: Zlib
|
||||
For license text, see numpy/_core/include/numpy/libdivide/LICENSE.txt
|
||||
|
||||
|
||||
Note that the following files are vendored in the repository and sdist but not
|
||||
installed in built numpy packages:
|
||||
|
||||
Name: Meson
|
||||
Files: vendored-meson/meson/*
|
||||
License: Apache 2.0
|
||||
For license text, see vendored-meson/meson/COPYING
|
||||
|
||||
Name: spin
|
||||
Files: .spin/cmds.py
|
||||
License: BSD-3
|
||||
For license text, see .spin/LICENSE
|
||||
|
||||
Name: tempita
|
||||
Files: numpy/_build_utils/tempita/*
|
||||
License: MIT
|
||||
For details, see numpy/_build_utils/tempita/LICENCE.txt
|
||||
|
||||
----
|
||||
|
||||
This binary distribution of NumPy also bundles the following software:
|
||||
|
||||
|
||||
Name: OpenBLAS
|
||||
Files: numpy.libs\libscipy_openblas*.dll
|
||||
Description: bundled as a dynamically linked library
|
||||
Availability: https://github.com/OpenMathLib/OpenBLAS/
|
||||
License: BSD-3-Clause
|
||||
Copyright (c) 2011-2014, The OpenBLAS Project
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are
|
||||
met:
|
||||
|
||||
1. Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
|
||||
2. Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in
|
||||
the documentation and/or other materials provided with the
|
||||
distribution.
|
||||
3. Neither the name of the OpenBLAS project nor the names of
|
||||
its contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior written
|
||||
permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
||||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
|
||||
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
|
||||
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
|
||||
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE
|
||||
USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
|
||||
Name: LAPACK
|
||||
Files: numpy.libs\libscipy_openblas*.dll
|
||||
Description: bundled in OpenBLAS
|
||||
Availability: https://github.com/OpenMathLib/OpenBLAS/
|
||||
License: BSD-3-Clause-Open-MPI
|
||||
Copyright (c) 1992-2013 The University of Tennessee and The University
|
||||
of Tennessee Research Foundation. All rights
|
||||
reserved.
|
||||
Copyright (c) 2000-2013 The University of California Berkeley. All
|
||||
rights reserved.
|
||||
Copyright (c) 2006-2013 The University of Colorado Denver. All rights
|
||||
reserved.
|
||||
|
||||
$COPYRIGHT$
|
||||
|
||||
Additional copyrights may follow
|
||||
|
||||
$HEADER$
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are
|
||||
met:
|
||||
|
||||
- Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
|
||||
- Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer listed
|
||||
in this license in the documentation and/or other materials
|
||||
provided with the distribution.
|
||||
|
||||
- Neither the name of the copyright holders nor the names of its
|
||||
contributors may be used to endorse or promote products derived from
|
||||
this software without specific prior written permission.
|
||||
|
||||
The copyright holders provide no reassurances that the source code
|
||||
provided does not infringe any patent, copyright, or any other
|
||||
intellectual property rights of third parties. The copyright holders
|
||||
disclaim any liability to any recipient for claims brought against
|
||||
recipient by any third party for infringement of that parties
|
||||
intellectual property rights.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
|
||||
Name: GCC runtime library
|
||||
Files: numpy.libs\libscipy_openblas*.dll
|
||||
Description: statically linked to files compiled with gcc
|
||||
Availability: https://gcc.gnu.org/git/?p=gcc.git;a=tree;f=libgfortran
|
||||
License: GPL-3.0-or-later WITH GCC-exception-3.1
|
||||
Copyright (C) 2002-2017 Free Software Foundation, Inc.
|
||||
|
||||
Libgfortran is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; either version 3, or (at your option)
|
||||
any later version.
|
||||
|
||||
Libgfortran is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
Under Section 7 of GPL version 3, you are granted additional
|
||||
permissions described in the GCC Runtime Library Exception, version
|
||||
3.1, as published by the Free Software Foundation.
|
||||
|
||||
You should have received a copy of the GNU General Public License and
|
||||
a copy of the GCC Runtime Library Exception along with this program;
|
||||
see the files COPYING3 and COPYING.RUNTIME respectively. If not, see
|
||||
<http://www.gnu.org/licenses/>.
|
||||
|
||||
----
|
||||
|
||||
Full text of license texts referred to above follows (that they are
|
||||
listed below does not necessarily imply the conditions apply to the
|
||||
present binary release):
|
||||
|
||||
----
|
||||
|
||||
GCC RUNTIME LIBRARY EXCEPTION
|
||||
|
||||
Version 3.1, 31 March 2009
|
||||
|
||||
Copyright (C) 2009 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
|
||||
Everyone is permitted to copy and distribute verbatim copies of this
|
||||
license document, but changing it is not allowed.
|
||||
|
||||
This GCC Runtime Library Exception ("Exception") is an additional
|
||||
permission under section 7 of the GNU General Public License, version
|
||||
3 ("GPLv3"). It applies to a given file (the "Runtime Library") that
|
||||
bears a notice placed by the copyright holder of the file stating that
|
||||
the file is governed by GPLv3 along with this Exception.
|
||||
|
||||
When you use GCC to compile a program, GCC may combine portions of
|
||||
certain GCC header files and runtime libraries with the compiled
|
||||
program. The purpose of this Exception is to allow compilation of
|
||||
non-GPL (including proprietary) programs to use, in this way, the
|
||||
header files and runtime libraries covered by this Exception.
|
||||
|
||||
0. Definitions.
|
||||
|
||||
A file is an "Independent Module" if it either requires the Runtime
|
||||
Library for execution after a Compilation Process, or makes use of an
|
||||
interface provided by the Runtime Library, but is not otherwise based
|
||||
on the Runtime Library.
|
||||
|
||||
"GCC" means a version of the GNU Compiler Collection, with or without
|
||||
modifications, governed by version 3 (or a specified later version) of
|
||||
the GNU General Public License (GPL) with the option of using any
|
||||
subsequent versions published by the FSF.
|
||||
|
||||
"GPL-compatible Software" is software whose conditions of propagation,
|
||||
modification and use would permit combination with GCC in accord with
|
||||
the license of GCC.
|
||||
|
||||
"Target Code" refers to output from any compiler for a real or virtual
|
||||
target processor architecture, in executable form or suitable for
|
||||
input to an assembler, loader, linker and/or execution
|
||||
phase. Notwithstanding that, Target Code does not include data in any
|
||||
format that is used as a compiler intermediate representation, or used
|
||||
for producing a compiler intermediate representation.
|
||||
|
||||
The "Compilation Process" transforms code entirely represented in
|
||||
non-intermediate languages designed for human-written code, and/or in
|
||||
Java Virtual Machine byte code, into Target Code. Thus, for example,
|
||||
use of source code generators and preprocessors need not be considered
|
||||
part of the Compilation Process, since the Compilation Process can be
|
||||
understood as starting with the output of the generators or
|
||||
preprocessors.
|
||||
|
||||
A Compilation Process is "Eligible" if it is done using GCC, alone or
|
||||
with other GPL-compatible software, or if it is done without using any
|
||||
work based on GCC. For example, using non-GPL-compatible Software to
|
||||
optimize any GCC intermediate representations would not qualify as an
|
||||
Eligible Compilation Process.
|
||||
|
||||
1. Grant of Additional Permission.
|
||||
|
||||
You have permission to propagate a work of Target Code formed by
|
||||
combining the Runtime Library with Independent Modules, even if such
|
||||
propagation would otherwise violate the terms of GPLv3, provided that
|
||||
all Target Code was generated by Eligible Compilation Processes. You
|
||||
may then convey such a combination under terms of your choice,
|
||||
consistent with the licensing of the Independent Modules.
|
||||
|
||||
2. No Weakening of GCC Copyleft.
|
||||
|
||||
The availability of this Exception does not imply any general
|
||||
presumption that third-party software is unaffected by the copyleft
|
||||
requirements of the license of GCC.
|
||||
|
||||
----
|
||||
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
|
||||
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,20 @@
|
||||
# License-reference documents
|
||||
|
||||
These files preserve upstream notices and record the external software inspected while preparing this source repository. The software implementations and FTL game content are not included.
|
||||
|
||||
| File | Origin |
|
||||
| --- | --- |
|
||||
| [UNIVERSAL-MODDER-LICENSE.txt](UNIVERSAL-MODDER-LICENSE.txt) | Unchanged upstream MIT notice |
|
||||
| [GODOT-LICENSE.txt](GODOT-LICENSE.txt) | `Engine.get_license_text()` from Godot 4.7.2 standard Windows engine |
|
||||
| [GODOT_COPYRIGHT.txt](GODOT_COPYRIGHT.txt) | All returned Godot copyright groups and full license definitions from the same engine |
|
||||
| [FRIDA-COPYING.txt](FRIDA-COPYING.txt) | Frida 17.9.0 Python wheel's `licenses/COPYING` |
|
||||
| [CAPSTONE-LICENSE.txt](CAPSTONE-LICENSE.txt) | Capstone 5.0.9 Python distribution's `LICENSE.TXT` |
|
||||
| [PILLOW-LICENSE.txt](PILLOW-LICENSE.txt) | Complete Pillow 12.3.0 installed distribution's license file, including bundled component notices |
|
||||
| [NUMPY-LICENSE.txt](NUMPY-LICENSE.txt) | Complete NumPy 2.3.5 installed distribution's license file, including bundled component notices |
|
||||
| [HYPERSPACE-LICENSE.md](HYPERSPACE-LICENSE.md) | Unchanged LICENSE.md from Hyperspace 1.23.2 source |
|
||||
| [FTLMAN-LICENSE.txt](FTLMAN-LICENSE.txt) | Unchanged LICENSE from ftlman 0.7.4 source |
|
||||
| [manifest.json](manifest.json) | Version, provenance and SHA-256 integrity records |
|
||||
|
||||
Upstream copies retain their original content, including relative references. For links inside the Hyperspace document, consult the upstream revision linked in [THIRD_PARTY_NOTICES.md](../THIRD_PARTY_NOTICES.md).
|
||||
|
||||
The root [LICENSE](../LICENSE) covers this project's source. [THIRD_PARTY_NOTICES.md](../THIRD_PARTY_NOTICES.md) explains external-component scope, unbundled prerequisites, ranged dependency versions and future compiled-release considerations.
|
||||
@@ -0,0 +1,21 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2026 Rehan and universal-modder contributors
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
|
||||
DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
|
||||
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
|
||||
OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
@@ -0,0 +1,89 @@
|
||||
{
|
||||
"scope": "License-reference documents; dependency implementations and FTL content are not bundled.",
|
||||
"inspected_on": "2026-10-03",
|
||||
"documents": [
|
||||
{
|
||||
"file": "UNIVERSAL-MODDER-LICENSE.txt",
|
||||
"component": "universal-modder",
|
||||
"inspected_version": null,
|
||||
"upstream_path": "LICENSE",
|
||||
"source_url": "https://github.com/rehan-remade/universal-modder/blob/main/LICENSE",
|
||||
"sha256": "db6cfa2ad2c44f73080440c866c4a3a078749d84ba40b4dfa27d50f18a525543",
|
||||
"verbatim_copy": true
|
||||
},
|
||||
{
|
||||
"file": "FRIDA-COPYING.txt",
|
||||
"component": "Frida Python wheel",
|
||||
"inspected_version": "17.9.0",
|
||||
"upstream_path": "frida-17.9.0.dist-info/licenses/COPYING",
|
||||
"source_url": "https://frida.re/",
|
||||
"sha256": "803b8b5aa4151030221b3c3f71a645da6241938421e49901444a79e5cca75fa8",
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||||
"verbatim_copy": true
|
||||
},
|
||||
{
|
||||
"file": "CAPSTONE-LICENSE.txt",
|
||||
"component": "Capstone Python wheel",
|
||||
"inspected_version": "5.0.9",
|
||||
"upstream_path": "capstone-5.0.9.dist-info/LICENSE.TXT",
|
||||
"source_url": "https://github.com/capstone-engine/capstone/blob/5.0.9/LICENSE.TXT",
|
||||
"sha256": "404bd0cb0137ffb797258f844f53e5273f9b6d5781a1a359a2880411f49a4f30",
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||||
"verbatim_copy": true
|
||||
},
|
||||
{
|
||||
"file": "PILLOW-LICENSE.txt",
|
||||
"component": "Pillow installed distribution",
|
||||
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|
||||
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|
||||
"source_url": "https://github.com/python-pillow/Pillow/blob/main/LICENSE",
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||||
"sha256": "4f7866a74802c6326f81faff59a56546b6aec2b10b91973e0e9308de95e79857",
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||||
"verbatim_copy": true
|
||||
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|
||||
{
|
||||
"file": "NUMPY-LICENSE.txt",
|
||||
"component": "NumPy installed distribution",
|
||||
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|
||||
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||||
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||||
"sha256": "596b953e1dcbe829b32ae444387efa15003fc6abdeca8a2179f364a6364c286e",
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||||
"verbatim_copy": true
|
||||
},
|
||||
{
|
||||
"file": "HYPERSPACE-LICENSE.md",
|
||||
"component": "FTL Hyperspace source",
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||||
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|
||||
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||||
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||||
"sha256": "2a8dcc1ec5d444e5e4514eaa0f5041a24630ddf3c0ed28307740a9a0efea543d",
|
||||
"verbatim_copy": true
|
||||
},
|
||||
{
|
||||
"file": "FTLMAN-LICENSE.txt",
|
||||
"component": "ftlman source",
|
||||
"inspected_version": "0.7.4",
|
||||
"upstream_path": "LICENSE",
|
||||
"source_url": "https://github.com/afishhh/ftlman/blob/7ad94795f9eff7f4bf005ea40d9bb2cf4d57ec88/LICENSE",
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||||
"sha256": "edaef632cbb643e4e7a221717a6c441a4c1a7c918e6e4d56debc3d8739b233f6",
|
||||
"verbatim_copy": true
|
||||
},
|
||||
{
|
||||
"file": "GODOT-LICENSE.txt",
|
||||
"component": "Godot standard Windows engine",
|
||||
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|
||||
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|
||||
"extraction_method": "Engine.get_license_text()",
|
||||
"source_url": "https://docs.godotengine.org/en/stable/about/complying_with_licenses.html",
|
||||
"sha256": "a0acc151e87517ee3411acce58ce99e17f636921b37c158f38f0b5acafd10da2",
|
||||
"verbatim_copy": false
|
||||
},
|
||||
{
|
||||
"file": "GODOT_COPYRIGHT.txt",
|
||||
"component": "Godot standard Windows engine",
|
||||
"inspected_version": "4.7.2-stable (official)",
|
||||
"build_hash": "ed1daf0bf001b61586d9930840f2f1394092c079",
|
||||
"extraction_method": "Engine.get_copyright_info() + Engine.get_license_info()",
|
||||
"source_url": "https://docs.godotengine.org/en/stable/about/complying_with_licenses.html",
|
||||
"sha256": "b0bb6c35a100551b073bb56b6c0862d35d82d5c10f2631cfd168f20c8c5275b0",
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||||
"verbatim_copy": false
|
||||
}
|
||||
]
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||||
}
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||||
@@ -0,0 +1,7 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/main.gd" id="1_main"]
|
||||
|
||||
[node name="FTLTabletop" type="Node3D"]
|
||||
script = ExtResource("1_main")
|
||||
|
||||
@@ -0,0 +1,795 @@
|
||||
[gd_resource type="OpenXRActionMap" format=3]
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_6ivru"]
|
||||
resource_name = "trigger"
|
||||
localized_name = "Trigger"
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_vfhwq"]
|
||||
resource_name = "trigger_click"
|
||||
localized_name = "Trigger click"
|
||||
action_type = 0
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_5w03k"]
|
||||
resource_name = "trigger_touch"
|
||||
localized_name = "Trigger touching"
|
||||
action_type = 0
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_typ1r"]
|
||||
resource_name = "grip"
|
||||
localized_name = "Grip"
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_clvbf"]
|
||||
resource_name = "grip_click"
|
||||
localized_name = "Grip click"
|
||||
action_type = 0
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_5bppb"]
|
||||
resource_name = "grip_force"
|
||||
localized_name = "Grip force"
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_3k6la"]
|
||||
resource_name = "primary"
|
||||
localized_name = "Primary joystick/thumbstick/trackpad"
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||||
action_type = 2
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_i8esw"]
|
||||
resource_name = "primary_click"
|
||||
localized_name = "Primary joystick/thumbstick/trackpad click"
|
||||
action_type = 0
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_um1hv"]
|
||||
resource_name = "primary_touch"
|
||||
localized_name = "Primary joystick/thumbstick/trackpad touching"
|
||||
action_type = 0
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_oqnsu"]
|
||||
resource_name = "secondary"
|
||||
localized_name = "Secondary joystick/thumbstick/trackpad"
|
||||
action_type = 2
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_r5bl7"]
|
||||
resource_name = "secondary_click"
|
||||
localized_name = "Secondary joystick/thumbstick/trackpad click"
|
||||
action_type = 0
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_ytptc"]
|
||||
resource_name = "secondary_touch"
|
||||
localized_name = "Secondary joystick/thumbstick/trackpad touching"
|
||||
action_type = 0
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_iphn4"]
|
||||
resource_name = "menu_button"
|
||||
localized_name = "Menu button"
|
||||
action_type = 0
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_3p2as"]
|
||||
resource_name = "select_button"
|
||||
localized_name = "Select button"
|
||||
action_type = 0
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_wdehm"]
|
||||
resource_name = "ax_button"
|
||||
localized_name = "A/X button"
|
||||
action_type = 0
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_clfly"]
|
||||
resource_name = "ax_touch"
|
||||
localized_name = "A/X touching"
|
||||
action_type = 0
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_e1frq"]
|
||||
resource_name = "by_button"
|
||||
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|
||||
action_type = 0
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_l7aq8"]
|
||||
resource_name = "by_touch"
|
||||
localized_name = "B/Y touching"
|
||||
action_type = 0
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_oi0ij"]
|
||||
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|
||||
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|
||||
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|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right", "/user/vive_tracker_htcx/role/left_foot", "/user/vive_tracker_htcx/role/right_foot", "/user/vive_tracker_htcx/role/left_shoulder", "/user/vive_tracker_htcx/role/right_shoulder", "/user/vive_tracker_htcx/role/left_elbow", "/user/vive_tracker_htcx/role/right_elbow", "/user/vive_tracker_htcx/role/left_knee", "/user/vive_tracker_htcx/role/right_knee", "/user/vive_tracker_htcx/role/waist", "/user/vive_tracker_htcx/role/chest", "/user/vive_tracker_htcx/role/camera", "/user/vive_tracker_htcx/role/keyboard", "/user/vive_tracker_htcx/role/left_wrist", "/user/vive_tracker_htcx/role/right_wrist", "/user/vive_tracker_htcx/role/left_ankle", "/user/vive_tracker_htcx/role/right_ankle", "/user/eyes_ext")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_m08eo"]
|
||||
resource_name = "aim_pose"
|
||||
localized_name = "Aim pose"
|
||||
action_type = 3
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_c4j1d"]
|
||||
resource_name = "grip_pose"
|
||||
localized_name = "Grip pose"
|
||||
action_type = 3
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_sopde"]
|
||||
resource_name = "palm_pose"
|
||||
localized_name = "Palm pose"
|
||||
action_type = 3
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="OpenXRAction_sow2k"]
|
||||
resource_name = "haptic"
|
||||
localized_name = "Haptic"
|
||||
action_type = 4
|
||||
toplevel_paths = PackedStringArray("/user/hand/left", "/user/hand/right", "/user/vive_tracker_htcx/role/left_foot", "/user/vive_tracker_htcx/role/right_foot", "/user/vive_tracker_htcx/role/left_shoulder", "/user/vive_tracker_htcx/role/right_shoulder", "/user/vive_tracker_htcx/role/left_elbow", "/user/vive_tracker_htcx/role/right_elbow", "/user/vive_tracker_htcx/role/left_knee", "/user/vive_tracker_htcx/role/right_knee", "/user/vive_tracker_htcx/role/waist", "/user/vive_tracker_htcx/role/chest", "/user/vive_tracker_htcx/role/camera", "/user/vive_tracker_htcx/role/keyboard", "/user/vive_tracker_htcx/role/left_wrist", "/user/vive_tracker_htcx/role/right_wrist", "/user/vive_tracker_htcx/role/left_ankle", "/user/vive_tracker_htcx/role/right_ankle")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="Ergo_page_left"]
|
||||
resource_name = "page_left"
|
||||
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|
||||
action_type = 0
|
||||
toplevel_paths = PackedStringArray("/user/hand/left")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="Ergo_page_right"]
|
||||
resource_name = "page_right"
|
||||
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|
||||
action_type = 0
|
||||
toplevel_paths = PackedStringArray("/user/hand/left")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="Ergo_wheel_button"]
|
||||
resource_name = "wheel_button"
|
||||
localized_name = "wheel_button"
|
||||
action_type = 0
|
||||
toplevel_paths = PackedStringArray("/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="Ergo_tactical_button"]
|
||||
resource_name = "tactical_button"
|
||||
localized_name = "Toggle tactical screen"
|
||||
action_type = 0
|
||||
toplevel_paths = PackedStringArray("/user/hand/left")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="Ergo_power_remove"]
|
||||
resource_name = "power_remove"
|
||||
localized_name = "Remove selected system power"
|
||||
action_type = 0
|
||||
toplevel_paths = PackedStringArray("/user/hand/left")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="Ergo_power_previous"]
|
||||
resource_name = "power_previous"
|
||||
localized_name = "Previous system"
|
||||
action_type = 0
|
||||
toplevel_paths = PackedStringArray("/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRAction" id="Ergo_power_next"]
|
||||
resource_name = "power_next"
|
||||
localized_name = "Next system"
|
||||
action_type = 0
|
||||
toplevel_paths = PackedStringArray("/user/hand/right")
|
||||
|
||||
[sub_resource type="OpenXRActionSet" id="OpenXRActionSet_ngwcy"]
|
||||
resource_name = "godot"
|
||||
localized_name = "Godot action set"
|
||||
actions = [SubResource("Ergo_tactical_button"), SubResource("Ergo_power_remove"), SubResource("Ergo_power_previous"), SubResource("Ergo_power_next"), SubResource("Ergo_page_left"), SubResource("Ergo_page_right"), SubResource("Ergo_wheel_button"), SubResource("OpenXRAction_6ivru"), SubResource("OpenXRAction_vfhwq"), SubResource("OpenXRAction_5w03k"), SubResource("OpenXRAction_typ1r"), SubResource("OpenXRAction_clvbf"), SubResource("OpenXRAction_5bppb"), SubResource("OpenXRAction_3k6la"), SubResource("OpenXRAction_i8esw"), SubResource("OpenXRAction_um1hv"), SubResource("OpenXRAction_oqnsu"), SubResource("OpenXRAction_r5bl7"), SubResource("OpenXRAction_ytptc"), SubResource("OpenXRAction_iphn4"), SubResource("OpenXRAction_3p2as"), SubResource("OpenXRAction_wdehm"), SubResource("OpenXRAction_clfly"), SubResource("OpenXRAction_e1frq"), SubResource("OpenXRAction_l7aq8"), SubResource("OpenXRAction_oi0ij"), SubResource("OpenXRAction_m08eo"), SubResource("OpenXRAction_c4j1d"), SubResource("OpenXRAction_sopde"), SubResource("OpenXRAction_sow2k")]
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_r3qn1"]
|
||||
action = SubResource("OpenXRAction_oi0ij")
|
||||
binding_path = "/user/hand/left/input/aim/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_n01b8"]
|
||||
action = SubResource("OpenXRAction_oi0ij")
|
||||
binding_path = "/user/hand/right/input/aim/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_pjtev"]
|
||||
action = SubResource("OpenXRAction_m08eo")
|
||||
binding_path = "/user/hand/left/input/aim/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_nqyri"]
|
||||
action = SubResource("OpenXRAction_m08eo")
|
||||
binding_path = "/user/hand/right/input/aim/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_86uui"]
|
||||
action = SubResource("OpenXRAction_c4j1d")
|
||||
binding_path = "/user/hand/left/input/grip/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_nrtxc"]
|
||||
action = SubResource("OpenXRAction_c4j1d")
|
||||
binding_path = "/user/hand/right/input/grip/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_qovyo"]
|
||||
action = SubResource("OpenXRAction_sopde")
|
||||
binding_path = "/user/hand/left/input/grip_surface/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_d6uso"]
|
||||
action = SubResource("OpenXRAction_sopde")
|
||||
binding_path = "/user/hand/right/input/grip_surface/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_hvi7v"]
|
||||
action = SubResource("OpenXRAction_wdehm")
|
||||
binding_path = "/user/hand/left/input/primary/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_7dxun"]
|
||||
action = SubResource("OpenXRAction_wdehm")
|
||||
binding_path = "/user/hand/right/input/primary/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_rp8ih"]
|
||||
action = SubResource("OpenXRAction_e1frq")
|
||||
binding_path = "/user/hand/left/input/secondary/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_0uca0"]
|
||||
action = SubResource("OpenXRAction_e1frq")
|
||||
binding_path = "/user/hand/right/input/secondary/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_rjtq8"]
|
||||
action = SubResource("OpenXRAction_6ivru")
|
||||
binding_path = "/user/hand/left/input/trigger/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_lce2q"]
|
||||
action = SubResource("OpenXRAction_6ivru")
|
||||
binding_path = "/user/hand/right/input/trigger/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_ckeh6"]
|
||||
action = SubResource("OpenXRAction_vfhwq")
|
||||
binding_path = "/user/hand/left/input/trigger/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_538mi"]
|
||||
action = SubResource("OpenXRAction_vfhwq")
|
||||
binding_path = "/user/hand/right/input/trigger/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_548p5"]
|
||||
action = SubResource("OpenXRAction_typ1r")
|
||||
binding_path = "/user/hand/left/input/squeeze/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_6o0wr"]
|
||||
action = SubResource("OpenXRAction_typ1r")
|
||||
binding_path = "/user/hand/right/input/squeeze/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_fsghu"]
|
||||
action = SubResource("OpenXRAction_clvbf")
|
||||
binding_path = "/user/hand/left/input/squeeze/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_88umk"]
|
||||
action = SubResource("OpenXRAction_clvbf")
|
||||
binding_path = "/user/hand/right/input/squeeze/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_4uneg"]
|
||||
action = SubResource("OpenXRAction_3k6la")
|
||||
binding_path = "/user/hand/left/input/thumbstick"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_67o31"]
|
||||
action = SubResource("OpenXRAction_3k6la")
|
||||
binding_path = "/user/hand/right/input/thumbstick"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_lf1a1"]
|
||||
action = SubResource("OpenXRAction_i8esw")
|
||||
binding_path = "/user/hand/left/input/thumbstick/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_x1adc"]
|
||||
action = SubResource("OpenXRAction_i8esw")
|
||||
binding_path = "/user/hand/right/input/thumbstick/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_j1vtv"]
|
||||
action = SubResource("OpenXRAction_sow2k")
|
||||
binding_path = "/user/hand/left/output/haptic"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_tud50"]
|
||||
action = SubResource("OpenXRAction_sow2k")
|
||||
binding_path = "/user/hand/right/output/haptic"
|
||||
|
||||
[sub_resource type="OpenXRInteractionProfile" id="OpenXRInteractionProfile_akdt0"]
|
||||
interaction_profile_path = "/interaction_profiles/khr/generic_controller"
|
||||
bindings = [SubResource("OpenXRIPBinding_r3qn1"), SubResource("OpenXRIPBinding_n01b8"), SubResource("OpenXRIPBinding_pjtev"), SubResource("OpenXRIPBinding_nqyri"), SubResource("OpenXRIPBinding_86uui"), SubResource("OpenXRIPBinding_nrtxc"), SubResource("OpenXRIPBinding_qovyo"), SubResource("OpenXRIPBinding_d6uso"), SubResource("OpenXRIPBinding_hvi7v"), SubResource("OpenXRIPBinding_7dxun"), SubResource("OpenXRIPBinding_rp8ih"), SubResource("OpenXRIPBinding_0uca0"), SubResource("OpenXRIPBinding_rjtq8"), SubResource("OpenXRIPBinding_lce2q"), SubResource("OpenXRIPBinding_ckeh6"), SubResource("OpenXRIPBinding_538mi"), SubResource("OpenXRIPBinding_548p5"), SubResource("OpenXRIPBinding_6o0wr"), SubResource("OpenXRIPBinding_fsghu"), SubResource("OpenXRIPBinding_88umk"), SubResource("OpenXRIPBinding_4uneg"), SubResource("OpenXRIPBinding_67o31"), SubResource("OpenXRIPBinding_lf1a1"), SubResource("OpenXRIPBinding_x1adc"), SubResource("OpenXRIPBinding_j1vtv"), SubResource("OpenXRIPBinding_tud50")]
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_xri1r"]
|
||||
action = SubResource("OpenXRAction_oi0ij")
|
||||
binding_path = "/user/hand/left/input/aim/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_etqcv"]
|
||||
action = SubResource("OpenXRAction_oi0ij")
|
||||
binding_path = "/user/hand/right/input/aim/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_og5pg"]
|
||||
action = SubResource("OpenXRAction_m08eo")
|
||||
binding_path = "/user/hand/left/input/aim/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_nwe40"]
|
||||
action = SubResource("OpenXRAction_m08eo")
|
||||
binding_path = "/user/hand/right/input/aim/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_ts2ff"]
|
||||
action = SubResource("OpenXRAction_c4j1d")
|
||||
binding_path = "/user/hand/left/input/grip/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_yhsv0"]
|
||||
action = SubResource("OpenXRAction_c4j1d")
|
||||
binding_path = "/user/hand/right/input/grip/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_sf2dt"]
|
||||
action = SubResource("OpenXRAction_sopde")
|
||||
binding_path = "/user/hand/left/input/grip_surface/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_67dwi"]
|
||||
action = SubResource("OpenXRAction_sopde")
|
||||
binding_path = "/user/hand/right/input/grip_surface/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_hswdx"]
|
||||
action = SubResource("OpenXRAction_iphn4")
|
||||
binding_path = "/user/hand/left/input/menu/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_7gr0f"]
|
||||
action = SubResource("OpenXRAction_iphn4")
|
||||
binding_path = "/user/hand/right/input/system/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_uvspk"]
|
||||
action = SubResource("OpenXRAction_wdehm")
|
||||
binding_path = "/user/hand/left/input/x/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_ica2g"]
|
||||
action = SubResource("OpenXRAction_wdehm")
|
||||
binding_path = "/user/hand/right/input/a/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_5fecu"]
|
||||
action = SubResource("OpenXRAction_clfly")
|
||||
binding_path = "/user/hand/left/input/x/touch"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_0nfxl"]
|
||||
action = SubResource("OpenXRAction_clfly")
|
||||
binding_path = "/user/hand/right/input/a/touch"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_sbe0d"]
|
||||
action = SubResource("OpenXRAction_e1frq")
|
||||
binding_path = "/user/hand/left/input/y/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_rf1ko"]
|
||||
action = SubResource("OpenXRAction_e1frq")
|
||||
binding_path = "/user/hand/right/input/b/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_jx7ge"]
|
||||
action = SubResource("OpenXRAction_l7aq8")
|
||||
binding_path = "/user/hand/left/input/y/touch"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_d2w1t"]
|
||||
action = SubResource("OpenXRAction_l7aq8")
|
||||
binding_path = "/user/hand/right/input/b/touch"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_v2kct"]
|
||||
action = SubResource("OpenXRAction_6ivru")
|
||||
binding_path = "/user/hand/left/input/trigger/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_37uq4"]
|
||||
action = SubResource("OpenXRAction_6ivru")
|
||||
binding_path = "/user/hand/right/input/trigger/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_kooyb"]
|
||||
action = SubResource("OpenXRAction_vfhwq")
|
||||
binding_path = "/user/hand/left/input/trigger/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_51qre"]
|
||||
action = SubResource("OpenXRAction_vfhwq")
|
||||
binding_path = "/user/hand/right/input/trigger/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_fncxp"]
|
||||
action = SubResource("OpenXRAction_5w03k")
|
||||
binding_path = "/user/hand/left/input/trigger/touch"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_qi50k"]
|
||||
action = SubResource("OpenXRAction_5w03k")
|
||||
binding_path = "/user/hand/right/input/trigger/touch"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_h5icu"]
|
||||
action = SubResource("OpenXRAction_typ1r")
|
||||
binding_path = "/user/hand/left/input/squeeze/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_b1sv6"]
|
||||
action = SubResource("OpenXRAction_typ1r")
|
||||
binding_path = "/user/hand/right/input/squeeze/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_yu2t6"]
|
||||
action = SubResource("OpenXRAction_clvbf")
|
||||
binding_path = "/user/hand/left/input/squeeze/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_labib"]
|
||||
action = SubResource("OpenXRAction_clvbf")
|
||||
binding_path = "/user/hand/right/input/squeeze/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_altuc"]
|
||||
action = SubResource("OpenXRAction_3k6la")
|
||||
binding_path = "/user/hand/left/input/thumbstick"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_7p0fp"]
|
||||
action = SubResource("OpenXRAction_3k6la")
|
||||
binding_path = "/user/hand/right/input/thumbstick"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_yjnix"]
|
||||
action = SubResource("OpenXRAction_i8esw")
|
||||
binding_path = "/user/hand/left/input/thumbstick/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_pgh0x"]
|
||||
action = SubResource("OpenXRAction_i8esw")
|
||||
binding_path = "/user/hand/right/input/thumbstick/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_lplyu"]
|
||||
action = SubResource("OpenXRAction_um1hv")
|
||||
binding_path = "/user/hand/left/input/thumbstick/touch"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_ifnya"]
|
||||
action = SubResource("OpenXRAction_um1hv")
|
||||
binding_path = "/user/hand/right/input/thumbstick/touch"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_jl4vo"]
|
||||
action = SubResource("OpenXRAction_sow2k")
|
||||
binding_path = "/user/hand/left/output/haptic"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_1n6j6"]
|
||||
action = SubResource("OpenXRAction_sow2k")
|
||||
binding_path = "/user/hand/right/output/haptic"
|
||||
|
||||
[sub_resource type="OpenXRInteractionProfile" id="OpenXRInteractionProfile_o1nfs"]
|
||||
interaction_profile_path = "/interaction_profiles/oculus/touch_controller"
|
||||
bindings = [SubResource("OpenXRIPBinding_xri1r"), SubResource("OpenXRIPBinding_etqcv"), SubResource("OpenXRIPBinding_og5pg"), SubResource("OpenXRIPBinding_nwe40"), SubResource("OpenXRIPBinding_ts2ff"), SubResource("OpenXRIPBinding_yhsv0"), SubResource("OpenXRIPBinding_sf2dt"), SubResource("OpenXRIPBinding_67dwi"), SubResource("OpenXRIPBinding_hswdx"), SubResource("OpenXRIPBinding_7gr0f"), SubResource("OpenXRIPBinding_uvspk"), SubResource("OpenXRIPBinding_ica2g"), SubResource("OpenXRIPBinding_5fecu"), SubResource("OpenXRIPBinding_0nfxl"), SubResource("OpenXRIPBinding_sbe0d"), SubResource("OpenXRIPBinding_rf1ko"), SubResource("OpenXRIPBinding_jx7ge"), SubResource("OpenXRIPBinding_d2w1t"), SubResource("OpenXRIPBinding_v2kct"), SubResource("OpenXRIPBinding_37uq4"), SubResource("OpenXRIPBinding_kooyb"), SubResource("OpenXRIPBinding_51qre"), SubResource("OpenXRIPBinding_fncxp"), SubResource("OpenXRIPBinding_qi50k"), SubResource("OpenXRIPBinding_h5icu"), SubResource("OpenXRIPBinding_b1sv6"), SubResource("OpenXRIPBinding_yu2t6"), SubResource("OpenXRIPBinding_labib"), SubResource("OpenXRIPBinding_altuc"), SubResource("OpenXRIPBinding_7p0fp"), SubResource("OpenXRIPBinding_yjnix"), SubResource("OpenXRIPBinding_pgh0x"), SubResource("OpenXRIPBinding_lplyu"), SubResource("OpenXRIPBinding_ifnya"), SubResource("OpenXRIPBinding_jl4vo"), SubResource("OpenXRIPBinding_1n6j6")]
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_unnrh"]
|
||||
action = SubResource("OpenXRAction_oi0ij")
|
||||
binding_path = "/user/hand/left/input/aim/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_3wafl"]
|
||||
action = SubResource("OpenXRAction_oi0ij")
|
||||
binding_path = "/user/hand/right/input/aim/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_tjb53"]
|
||||
action = SubResource("OpenXRAction_m08eo")
|
||||
binding_path = "/user/hand/left/input/aim/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_lcg2b"]
|
||||
action = SubResource("OpenXRAction_m08eo")
|
||||
binding_path = "/user/hand/right/input/aim/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_sp6l2"]
|
||||
action = SubResource("OpenXRAction_c4j1d")
|
||||
binding_path = "/user/hand/left/input/grip/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_xj6ir"]
|
||||
action = SubResource("OpenXRAction_c4j1d")
|
||||
binding_path = "/user/hand/right/input/grip/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_igmf3"]
|
||||
action = SubResource("OpenXRAction_sopde")
|
||||
binding_path = "/user/hand/left/input/grip_surface/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_inw5v"]
|
||||
action = SubResource("OpenXRAction_sopde")
|
||||
binding_path = "/user/hand/right/input/grip_surface/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_iy2wq"]
|
||||
action = SubResource("OpenXRAction_3p2as")
|
||||
binding_path = "/user/hand/left/input/system/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_plu03"]
|
||||
action = SubResource("OpenXRAction_3p2as")
|
||||
binding_path = "/user/hand/right/input/system/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_dad45"]
|
||||
action = SubResource("OpenXRAction_iphn4")
|
||||
binding_path = "/user/hand/left/input/menu/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_m5e8q"]
|
||||
action = SubResource("OpenXRAction_wdehm")
|
||||
binding_path = "/user/hand/left/input/x/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_5t7jh"]
|
||||
action = SubResource("OpenXRAction_wdehm")
|
||||
binding_path = "/user/hand/right/input/a/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_chplt"]
|
||||
action = SubResource("OpenXRAction_clfly")
|
||||
binding_path = "/user/hand/left/input/x/touch"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_obxrh"]
|
||||
action = SubResource("OpenXRAction_clfly")
|
||||
binding_path = "/user/hand/right/input/a/touch"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_on7oi"]
|
||||
action = SubResource("OpenXRAction_e1frq")
|
||||
binding_path = "/user/hand/left/input/y/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_ege4h"]
|
||||
action = SubResource("OpenXRAction_e1frq")
|
||||
binding_path = "/user/hand/right/input/b/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_h7ix0"]
|
||||
action = SubResource("OpenXRAction_l7aq8")
|
||||
binding_path = "/user/hand/left/input/y/touch"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_8qanm"]
|
||||
action = SubResource("OpenXRAction_l7aq8")
|
||||
binding_path = "/user/hand/right/input/b/touch"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_3senm"]
|
||||
action = SubResource("OpenXRAction_6ivru")
|
||||
binding_path = "/user/hand/left/input/trigger/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_7ca55"]
|
||||
action = SubResource("OpenXRAction_6ivru")
|
||||
binding_path = "/user/hand/right/input/trigger/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_ih1l2"]
|
||||
action = SubResource("OpenXRAction_vfhwq")
|
||||
binding_path = "/user/hand/left/input/trigger/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_ipewn"]
|
||||
action = SubResource("OpenXRAction_vfhwq")
|
||||
binding_path = "/user/hand/right/input/trigger/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_5ngl7"]
|
||||
action = SubResource("OpenXRAction_5w03k")
|
||||
binding_path = "/user/hand/left/input/trigger/touch"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_klygg"]
|
||||
action = SubResource("OpenXRAction_5w03k")
|
||||
binding_path = "/user/hand/right/input/trigger/touch"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_4p63k"]
|
||||
action = SubResource("OpenXRAction_typ1r")
|
||||
binding_path = "/user/hand/left/input/squeeze/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_6vi2m"]
|
||||
action = SubResource("OpenXRAction_typ1r")
|
||||
binding_path = "/user/hand/right/input/squeeze/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_888d1"]
|
||||
action = SubResource("OpenXRAction_clvbf")
|
||||
binding_path = "/user/hand/left/input/squeeze/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_246v5"]
|
||||
action = SubResource("OpenXRAction_clvbf")
|
||||
binding_path = "/user/hand/right/input/squeeze/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_xj73r"]
|
||||
action = SubResource("OpenXRAction_3k6la")
|
||||
binding_path = "/user/hand/left/input/thumbstick"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_sugej"]
|
||||
action = SubResource("OpenXRAction_3k6la")
|
||||
binding_path = "/user/hand/right/input/thumbstick"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_fp7u7"]
|
||||
action = SubResource("OpenXRAction_i8esw")
|
||||
binding_path = "/user/hand/left/input/thumbstick/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_gvgeq"]
|
||||
action = SubResource("OpenXRAction_i8esw")
|
||||
binding_path = "/user/hand/right/input/thumbstick/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_i0s8c"]
|
||||
action = SubResource("OpenXRAction_um1hv")
|
||||
binding_path = "/user/hand/left/input/thumbstick/touch"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_ynetq"]
|
||||
action = SubResource("OpenXRAction_um1hv")
|
||||
binding_path = "/user/hand/right/input/thumbstick/touch"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_p8bcx"]
|
||||
action = SubResource("OpenXRAction_sow2k")
|
||||
binding_path = "/user/hand/left/output/haptic"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_jkemj"]
|
||||
action = SubResource("OpenXRAction_sow2k")
|
||||
binding_path = "/user/hand/right/output/haptic"
|
||||
|
||||
[sub_resource type="OpenXRInteractionProfile" id="OpenXRInteractionProfile_d3nfp"]
|
||||
interaction_profile_path = "/interaction_profiles/bytedance/pico4_controller"
|
||||
bindings = [SubResource("OpenXRIPBinding_unnrh"), SubResource("OpenXRIPBinding_3wafl"), SubResource("OpenXRIPBinding_tjb53"), SubResource("OpenXRIPBinding_lcg2b"), SubResource("OpenXRIPBinding_sp6l2"), SubResource("OpenXRIPBinding_xj6ir"), SubResource("OpenXRIPBinding_igmf3"), SubResource("OpenXRIPBinding_inw5v"), SubResource("OpenXRIPBinding_iy2wq"), SubResource("OpenXRIPBinding_plu03"), SubResource("OpenXRIPBinding_dad45"), SubResource("OpenXRIPBinding_m5e8q"), SubResource("OpenXRIPBinding_5t7jh"), SubResource("OpenXRIPBinding_chplt"), SubResource("OpenXRIPBinding_obxrh"), SubResource("OpenXRIPBinding_on7oi"), SubResource("OpenXRIPBinding_ege4h"), SubResource("OpenXRIPBinding_h7ix0"), SubResource("OpenXRIPBinding_8qanm"), SubResource("OpenXRIPBinding_3senm"), SubResource("OpenXRIPBinding_7ca55"), SubResource("OpenXRIPBinding_ih1l2"), SubResource("OpenXRIPBinding_ipewn"), SubResource("OpenXRIPBinding_5ngl7"), SubResource("OpenXRIPBinding_klygg"), SubResource("OpenXRIPBinding_4p63k"), SubResource("OpenXRIPBinding_6vi2m"), SubResource("OpenXRIPBinding_888d1"), SubResource("OpenXRIPBinding_246v5"), SubResource("OpenXRIPBinding_xj73r"), SubResource("OpenXRIPBinding_sugej"), SubResource("OpenXRIPBinding_fp7u7"), SubResource("OpenXRIPBinding_gvgeq"), SubResource("OpenXRIPBinding_i0s8c"), SubResource("OpenXRIPBinding_ynetq"), SubResource("OpenXRIPBinding_p8bcx"), SubResource("OpenXRIPBinding_jkemj")]
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_jyu76"]
|
||||
action = SubResource("OpenXRAction_oi0ij")
|
||||
binding_path = "/user/hand/left/input/aim/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_aecy5"]
|
||||
action = SubResource("OpenXRAction_oi0ij")
|
||||
binding_path = "/user/hand/right/input/aim/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_8vb80"]
|
||||
action = SubResource("OpenXRAction_m08eo")
|
||||
binding_path = "/user/hand/left/input/aim/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_myee0"]
|
||||
action = SubResource("OpenXRAction_m08eo")
|
||||
binding_path = "/user/hand/right/input/aim/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_1vv3a"]
|
||||
action = SubResource("OpenXRAction_c4j1d")
|
||||
binding_path = "/user/hand/left/input/grip/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_tjysa"]
|
||||
action = SubResource("OpenXRAction_c4j1d")
|
||||
binding_path = "/user/hand/right/input/grip/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_r4yxn"]
|
||||
action = SubResource("OpenXRAction_sopde")
|
||||
binding_path = "/user/hand/left/input/grip_surface/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_me87v"]
|
||||
action = SubResource("OpenXRAction_sopde")
|
||||
binding_path = "/user/hand/right/input/grip_surface/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_d8myu"]
|
||||
action = SubResource("OpenXRAction_6ivru")
|
||||
binding_path = "/user/hand/left/input/pinch_ext/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_hsh5n"]
|
||||
action = SubResource("OpenXRAction_6ivru")
|
||||
binding_path = "/user/hand/right/input/pinch_ext/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_lng5j"]
|
||||
action = SubResource("OpenXRAction_vfhwq")
|
||||
binding_path = "/user/hand/left/input/pinch_ext/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_aeeoj"]
|
||||
action = SubResource("OpenXRAction_vfhwq")
|
||||
binding_path = "/user/hand/right/input/pinch_ext/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_gosqu"]
|
||||
action = SubResource("OpenXRAction_typ1r")
|
||||
binding_path = "/user/hand/left/input/grasp_ext/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_n52fm"]
|
||||
action = SubResource("OpenXRAction_typ1r")
|
||||
binding_path = "/user/hand/right/input/grasp_ext/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_vushy"]
|
||||
action = SubResource("OpenXRAction_clvbf")
|
||||
binding_path = "/user/hand/left/input/grasp_ext/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_lbhgg"]
|
||||
action = SubResource("OpenXRAction_clvbf")
|
||||
binding_path = "/user/hand/right/input/grasp_ext/value"
|
||||
|
||||
[sub_resource type="OpenXRInteractionProfile" id="OpenXRInteractionProfile_m1cgb"]
|
||||
interaction_profile_path = "/interaction_profiles/ext/hand_interaction_ext"
|
||||
bindings = [SubResource("OpenXRIPBinding_jyu76"), SubResource("OpenXRIPBinding_aecy5"), SubResource("OpenXRIPBinding_8vb80"), SubResource("OpenXRIPBinding_myee0"), SubResource("OpenXRIPBinding_1vv3a"), SubResource("OpenXRIPBinding_tjysa"), SubResource("OpenXRIPBinding_r4yxn"), SubResource("OpenXRIPBinding_me87v"), SubResource("OpenXRIPBinding_d8myu"), SubResource("OpenXRIPBinding_hsh5n"), SubResource("OpenXRIPBinding_lng5j"), SubResource("OpenXRIPBinding_aeeoj"), SubResource("OpenXRIPBinding_gosqu"), SubResource("OpenXRIPBinding_n52fm"), SubResource("OpenXRIPBinding_vushy"), SubResource("OpenXRIPBinding_lbhgg")]
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_yfktj"]
|
||||
action = SubResource("OpenXRAction_oi0ij")
|
||||
binding_path = "/user/hand/left/input/aim/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_kjhen"]
|
||||
action = SubResource("OpenXRAction_m08eo")
|
||||
binding_path = "/user/hand/left/input/aim/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_32kw4"]
|
||||
action = SubResource("OpenXRAction_c4j1d")
|
||||
binding_path = "/user/hand/left/input/grip/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_ktbxl"]
|
||||
action = SubResource("OpenXRAction_6ivru")
|
||||
binding_path = "/user/hand/left/input/trigger/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_8ldfe"]
|
||||
action = SubResource("OpenXRAction_vfhwq")
|
||||
binding_path = "/user/hand/left/input/trigger/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_nueak"]
|
||||
action = SubResource("OpenXRAction_typ1r")
|
||||
binding_path = "/user/hand/left/input/squeeze/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_vopyr"]
|
||||
action = SubResource("OpenXRAction_clvbf")
|
||||
binding_path = "/user/hand/left/input/squeeze/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_rgbyv"]
|
||||
action = SubResource("OpenXRAction_3k6la")
|
||||
binding_path = "/user/hand/left/input/thumbstick"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_bflds"]
|
||||
action = SubResource("OpenXRAction_i8esw")
|
||||
binding_path = "/user/hand/left/input/thumbstick/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_pueci"]
|
||||
action = SubResource("OpenXRAction_sow2k")
|
||||
binding_path = "/user/hand/left/output/haptic"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_jn5l0"]
|
||||
action = SubResource("Ergo_tactical_button")
|
||||
binding_path = "/user/hand/left/input/dpad_down/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_44ra8"]
|
||||
action = SubResource("OpenXRAction_e1frq")
|
||||
binding_path = "/user/hand/left/input/dpad_up/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_bh82f"]
|
||||
action = SubResource("OpenXRAction_iphn4")
|
||||
binding_path = "/user/hand/left/input/view/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_7b312"]
|
||||
action = SubResource("OpenXRAction_oi0ij")
|
||||
binding_path = "/user/hand/right/input/aim/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_ajt26"]
|
||||
action = SubResource("OpenXRAction_m08eo")
|
||||
binding_path = "/user/hand/right/input/aim/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_grl1h"]
|
||||
action = SubResource("OpenXRAction_c4j1d")
|
||||
binding_path = "/user/hand/right/input/grip/pose"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_dlpx3"]
|
||||
action = SubResource("OpenXRAction_6ivru")
|
||||
binding_path = "/user/hand/right/input/trigger/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_s4h6a"]
|
||||
action = SubResource("OpenXRAction_vfhwq")
|
||||
binding_path = "/user/hand/right/input/trigger/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_0njdn"]
|
||||
action = SubResource("OpenXRAction_typ1r")
|
||||
binding_path = "/user/hand/right/input/squeeze/value"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_xtpgr"]
|
||||
action = SubResource("OpenXRAction_clvbf")
|
||||
binding_path = "/user/hand/right/input/squeeze/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_sm8ja"]
|
||||
action = SubResource("OpenXRAction_3k6la")
|
||||
binding_path = "/user/hand/right/input/thumbstick"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_fyyqw"]
|
||||
action = SubResource("OpenXRAction_i8esw")
|
||||
binding_path = "/user/hand/right/input/thumbstick/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_6yfaw"]
|
||||
action = SubResource("OpenXRAction_sow2k")
|
||||
binding_path = "/user/hand/right/output/haptic"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_x7rhh"]
|
||||
action = SubResource("OpenXRAction_wdehm")
|
||||
binding_path = "/user/hand/right/input/a/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_8cuio"]
|
||||
action = SubResource("OpenXRAction_e1frq")
|
||||
binding_path = "/user/hand/right/input/b/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="OpenXRIPBinding_v0kom"]
|
||||
action = SubResource("OpenXRAction_iphn4")
|
||||
binding_path = "/user/hand/right/input/menu/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="Ergo_binding_page_left"]
|
||||
action = SubResource("Ergo_page_left")
|
||||
binding_path = "/user/hand/left/input/dpad_left/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="Ergo_binding_page_right"]
|
||||
action = SubResource("Ergo_page_right")
|
||||
binding_path = "/user/hand/left/input/dpad_right/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="Ergo_binding_wheel_button"]
|
||||
action = SubResource("Ergo_wheel_button")
|
||||
binding_path = "/user/hand/right/input/bumper/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="Ergo_binding_power_remove"]
|
||||
action = SubResource("Ergo_power_remove")
|
||||
binding_path = "/user/hand/left/input/bumper/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="Ergo_binding_power_previous"]
|
||||
action = SubResource("Ergo_power_previous")
|
||||
binding_path = "/user/hand/right/input/x/click"
|
||||
|
||||
[sub_resource type="OpenXRIPBinding" id="Ergo_binding_power_next"]
|
||||
action = SubResource("Ergo_power_next")
|
||||
binding_path = "/user/hand/right/input/y/click"
|
||||
|
||||
[sub_resource type="OpenXRInteractionProfile" id="OpenXRInteractionProfile_v1men"]
|
||||
interaction_profile_path = "/interaction_profiles/valve/frame_controller_valve"
|
||||
bindings = [SubResource("Ergo_binding_power_remove"), SubResource("Ergo_binding_power_previous"), SubResource("Ergo_binding_power_next"), SubResource("Ergo_binding_page_left"), SubResource("Ergo_binding_page_right"), SubResource("Ergo_binding_wheel_button"), SubResource("OpenXRIPBinding_yfktj"), SubResource("OpenXRIPBinding_kjhen"), SubResource("OpenXRIPBinding_32kw4"), SubResource("OpenXRIPBinding_ktbxl"), SubResource("OpenXRIPBinding_8ldfe"), SubResource("OpenXRIPBinding_nueak"), SubResource("OpenXRIPBinding_vopyr"), SubResource("OpenXRIPBinding_rgbyv"), SubResource("OpenXRIPBinding_bflds"), SubResource("OpenXRIPBinding_pueci"), SubResource("OpenXRIPBinding_jn5l0"), SubResource("OpenXRIPBinding_44ra8"), SubResource("OpenXRIPBinding_bh82f"), SubResource("OpenXRIPBinding_7b312"), SubResource("OpenXRIPBinding_ajt26"), SubResource("OpenXRIPBinding_grl1h"), SubResource("OpenXRIPBinding_dlpx3"), SubResource("OpenXRIPBinding_s4h6a"), SubResource("OpenXRIPBinding_0njdn"), SubResource("OpenXRIPBinding_xtpgr"), SubResource("OpenXRIPBinding_sm8ja"), SubResource("OpenXRIPBinding_fyyqw"), SubResource("OpenXRIPBinding_6yfaw"), SubResource("OpenXRIPBinding_x7rhh"), SubResource("OpenXRIPBinding_8cuio"), SubResource("OpenXRIPBinding_v0kom")]
|
||||
|
||||
[resource]
|
||||
action_sets = [SubResource("OpenXRActionSet_ngwcy")]
|
||||
interaction_profiles = [SubResource("OpenXRInteractionProfile_akdt0"), SubResource("OpenXRInteractionProfile_o1nfs"), SubResource("OpenXRInteractionProfile_d3nfp"), SubResource("OpenXRInteractionProfile_m1cgb"), SubResource("OpenXRInteractionProfile_v1men")]
|
||||
@@ -0,0 +1,19 @@
|
||||
config_version=5
|
||||
|
||||
[application]
|
||||
config/name="FTL Tabletop VR Prototype"
|
||||
run/main_scene="res://main.tscn"
|
||||
|
||||
[display]
|
||||
window/size/viewport_width=1280
|
||||
window/size/viewport_height=720
|
||||
|
||||
[rendering]
|
||||
renderer/rendering_method="mobile"
|
||||
renderer/rendering_method.mobile="mobile"
|
||||
textures/default_filters/use_nearest_mipmap_filter=false
|
||||
|
||||
[xr]
|
||||
openxr/enabled=true
|
||||
openxr/default_action_map="res://openxr_action_map.tres"
|
||||
shaders/enabled=true
|
||||
@@ -0,0 +1,4 @@
|
||||
frida==17.9.0
|
||||
Pillow>=10
|
||||
numpy>=1.24
|
||||
capstone==5.0.9
|
||||
@@ -0,0 +1,326 @@
|
||||
extends Node3D
|
||||
|
||||
const NATIVE_PRESENTATION_GRACE_MS := 300
|
||||
|
||||
var shots: Array[Dictionary] = []
|
||||
var impacts: Array[Dictionary] = []
|
||||
var simulation_paused := false
|
||||
var unit_beam_mesh: CylinderMesh
|
||||
|
||||
|
||||
func spawn_shot(event: Dictionary, sender: Node3D, receiver: Node3D) -> void:
|
||||
var kind := str(event.get("kind", "laser"))
|
||||
var origin_ship := sender
|
||||
if event.has("origin_space") and int(event["origin_space"]) == int(receiver.get("enemy")):
|
||||
origin_ship = receiver
|
||||
if event.has("target_space") and int(event["target_space"]) == int(sender.get("enemy")):
|
||||
receiver = sender
|
||||
var start: Vector3 = sender.weapon_origin(int(event.get("weapon_slot", 0)))
|
||||
if event.has("origin_point"):
|
||||
start = origin_ship.to_global(origin_ship.pixel_point(event["origin_point"]))
|
||||
var end: Vector3 = receiver.room_target(int(event.get("target_room", 0)))
|
||||
if event.has("target") and not event["target"].is_empty():
|
||||
end = receiver.to_global(receiver.pixel_point(event["target"]))
|
||||
var outcome := str(event.get("outcome", "hull"))
|
||||
if outcome == "shield":
|
||||
end = receiver.shield_intercept(start, end)
|
||||
elif outcome == "miss":
|
||||
end += Vector3(0.0, 0.5, 1.0)
|
||||
var color := Color(0.3, 0.75, 1.0) if kind == "ion" else Color(1.0, 0.35, 0.12)
|
||||
if kind == "missile":
|
||||
color = Color(0.9, 0.9, 0.85)
|
||||
elif kind == "asteroid":
|
||||
color = Color(0.4, 0.42, 0.45)
|
||||
var node := _projectile_visual(kind, color)
|
||||
add_child(node)
|
||||
node.global_position = start
|
||||
var duration := maxf(0.01, float(event.get("duration", 0.7)))
|
||||
var beam_end: Vector3 = receiver.room_target(int(event.get("end_room", event.get("target_room", 0))))
|
||||
if event.has("end_point"):
|
||||
beam_end = receiver.to_global(receiver.pixel_point(event["end_point"]))
|
||||
if kind == "beam":
|
||||
if outcome == "shield":
|
||||
beam_end = receiver.shield_intercept(start, beam_end)
|
||||
elif kind == "bomb":
|
||||
node.visible = false
|
||||
# Bombs appear at their destination rather than crossing space.
|
||||
shots.append({"node": node, "start": start, "end": end, "beam_end": beam_end,
|
||||
"projectile_id": str(event.get("projectile_id", "")), "sender": sender,
|
||||
"created_ms": Time.get_ticks_msec(), "native_present": false,
|
||||
"visual_scale": maxf(0.1, sender.global_basis.get_scale().abs().x),
|
||||
"live_progress": 0.0, "wanted_progress": 0.0, "missed": false,
|
||||
"end_point": event.get("end_point", {}),
|
||||
"origin_point": event.get("origin_point", {}), "origin_ship": origin_ship,
|
||||
"target_point": event.get("target", {}), "beam_point": {},
|
||||
"slot": int(event.get("weapon_slot", 0)), "room": int(event.get("target_room", 0)),
|
||||
"time": 0.0, "duration": duration, "kind": kind, "outcome": outcome, "receiver": receiver})
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if simulation_paused:
|
||||
return
|
||||
for i in range(impacts.size() - 1, -1, -1):
|
||||
impacts[i]["time"] += delta
|
||||
var flash: MeshInstance3D = impacts[i]["node"]
|
||||
var age := float(impacts[i]["time"]) / 0.22
|
||||
flash.scale = Vector3.ONE * maxf(0.01, 1.0 - age)
|
||||
var ring := flash.get_node_or_null("ImpactRing") as MeshInstance3D
|
||||
if ring != null:
|
||||
ring.scale = Vector3.ONE * (1.0 + age * 3.0)
|
||||
if float(impacts[i]["time"]) >= 0.22:
|
||||
flash.queue_free()
|
||||
impacts.remove_at(i)
|
||||
for i in range(shots.size() - 1, -1, -1):
|
||||
var shot: Dictionary = shots[i]
|
||||
shot["time"] += delta
|
||||
# Recompute endpoints after the user moves/rotates/scales the encounter.
|
||||
shot["visual_scale"] = maxf(0.1, shot["sender"].global_basis.get_scale().abs().x)
|
||||
shot["start"] = shot["sender"].weapon_origin(shot["slot"])
|
||||
if not shot["origin_point"].is_empty():
|
||||
shot["start"] = shot["origin_ship"].to_global(shot["origin_ship"].pixel_point(shot["origin_point"]))
|
||||
if shot["outcome"] == "pending":
|
||||
shot["end"] = shot["receiver"].room_target(shot["room"])
|
||||
if not shot["target_point"].is_empty():
|
||||
shot["end"] = shot["receiver"].to_global(shot["receiver"].pixel_point(shot["target_point"]))
|
||||
if shot["missed"]:
|
||||
shot["end"] += Vector3(0.0, 0.25, 0.5)
|
||||
if not shot["end_point"].is_empty():
|
||||
shot["beam_end"] = shot["receiver"].to_global(shot["receiver"].pixel_point(shot["end_point"]))
|
||||
var progress := clampf(float(shot["time"]) / float(shot["duration"]), 0.0, 1.0)
|
||||
if shot["outcome"] == "pending":
|
||||
shot["live_progress"] = lerpf(shot["live_progress"], shot["wanted_progress"], minf(1.0, delta * 20.0))
|
||||
progress = shot["live_progress"]
|
||||
if shot["time"] > 20.0:
|
||||
progress = 1.0
|
||||
var node: MeshInstance3D = shot["node"]
|
||||
if shot["kind"] == "beam":
|
||||
var beam_target: Vector3 = Vector3(shot["end"]).lerp(shot["beam_end"], progress)
|
||||
if not shot["beam_point"].is_empty():
|
||||
beam_target = shot["receiver"].to_global(shot["receiver"].pixel_point(shot["beam_point"]))
|
||||
var line: ImmediateMesh = node.mesh
|
||||
line.clear_surfaces()
|
||||
line.surface_begin(Mesh.PRIMITIVE_LINES)
|
||||
line.surface_add_vertex(to_local(shot["start"]))
|
||||
line.surface_add_vertex(to_local(beam_target))
|
||||
line.surface_end()
|
||||
node.position = Vector3.ZERO
|
||||
# Keep the precise native sweep line, then surround it with real 3D
|
||||
# cylinders so its width remains visible in stereo at oblique angles.
|
||||
_segment(node.get_node("BeamCore"), shot["start"], beam_target, 0.012 * shot["visual_scale"])
|
||||
_segment(node.get_node("BeamGlow"), shot["start"], beam_target, 0.032 * shot["visual_scale"])
|
||||
elif shot["kind"] != "bomb":
|
||||
node.global_position = Vector3(shot["start"]).lerp(shot["end"], progress)
|
||||
var direction: Vector3 = Vector3(shot["end"]) - Vector3(shot["start"])
|
||||
if direction.length_squared() > 0.000001:
|
||||
var up := Vector3.RIGHT if absf(direction.normalized().dot(Vector3.UP)) > 0.98 else Vector3.UP
|
||||
node.global_basis = Basis.looking_at(direction.normalized(), up).scaled(Vector3.ONE * shot["visual_scale"])
|
||||
if progress >= 1.0:
|
||||
if shot["outcome"] == "shield":
|
||||
shot["receiver"].flash_shield()
|
||||
if shot["outcome"] not in ["miss", "pending"]:
|
||||
_impact(shot["beam_end"] if shot["kind"] == "beam" else shot["end"], shot["kind"], shot["outcome"] == "shield")
|
||||
node.queue_free()
|
||||
shots.remove_at(i)
|
||||
|
||||
|
||||
func resolve_live(event: Dictionary, receiver: Node3D) -> void:
|
||||
var projectile_id := str(event.get("projectile_id", ""))
|
||||
var point: Vector3 = receiver.to_global(receiver.pixel_point(event.get("target", {})))
|
||||
if event.get("outcome", "") == "beam":
|
||||
_impact(point, "beam")
|
||||
return
|
||||
var kind := str(event.get("kind", "laser"))
|
||||
for i in range(shots.size() - 1, -1, -1):
|
||||
if shots[i]["projectile_id"] == projectile_id:
|
||||
kind = str(shots[i]["kind"])
|
||||
if not event.has("target"):
|
||||
point = shots[i]["end"]
|
||||
if event.get("outcome", "") == "shield":
|
||||
point = receiver.shield_intercept(shots[i]["start"], point)
|
||||
shots[i]["node"].queue_free()
|
||||
shots.remove_at(i)
|
||||
if event.get("outcome", "") == "shield":
|
||||
receiver.flash_shield()
|
||||
if event.get("outcome", "") in ["shield", "hull"]:
|
||||
_impact(point, kind, event.get("outcome", "") == "shield")
|
||||
|
||||
|
||||
func update_live_projectiles(projectiles: Array) -> void:
|
||||
var present: Dictionary = {}
|
||||
for projectile in projectiles:
|
||||
present[str(projectile["id"])] = projectile
|
||||
for i in range(shots.size() - 1, -1, -1):
|
||||
var shot: Dictionary = shots[i]
|
||||
if shot["outcome"] != "pending":
|
||||
continue
|
||||
if present.has(shot["projectile_id"]):
|
||||
var projectile: Dictionary = present[shot["projectile_id"]]
|
||||
shot["native_present"] = true
|
||||
shot["wanted_progress"] = float(projectile.get("progress", 0))
|
||||
shot["missed"] = bool(projectile.get("missed", false))
|
||||
shot["beam_point"] = projectile.get("beam_point", {})
|
||||
elif shot["native_present"] or Time.get_ticks_msec() - int(shot["created_ms"]) >= NATIVE_PRESENTATION_GRACE_MS:
|
||||
# Native absence ends a known projectile immediately. Newly delivered
|
||||
# fire records get a short presentation grace for the next snapshot;
|
||||
# its monotonic clock keeps working while gameplay is paused.
|
||||
shot["node"].queue_free()
|
||||
shots.remove_at(i)
|
||||
|
||||
|
||||
func _impact(point: Vector3, kind: String = "laser", shield: bool = false) -> void:
|
||||
var flash := MeshInstance3D.new()
|
||||
var sphere := SphereMesh.new()
|
||||
sphere.radius = 0.025 if kind not in ["missile", "bomb"] else 0.04
|
||||
sphere.height = sphere.radius * 2.0
|
||||
sphere.radial_segments = 10
|
||||
sphere.rings = 5
|
||||
flash.mesh = sphere
|
||||
var color := Color(0.32, 0.73, 1.0) if shield or kind == "ion" else Color(1.0, 0.78, 0.28)
|
||||
flash.material_override = _glow(color)
|
||||
flash.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
var ring := MeshInstance3D.new()
|
||||
ring.name = "ImpactRing"
|
||||
var torus := TorusMesh.new()
|
||||
torus.inner_radius = 0.024
|
||||
torus.outer_radius = 0.028
|
||||
torus.rings = 16
|
||||
torus.ring_segments = 6
|
||||
ring.mesh = torus
|
||||
ring.material_override = _glow(Color(color, 0.45), true)
|
||||
ring.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
flash.add_child(ring)
|
||||
if kind in ["missile", "bomb"]:
|
||||
for i in range(6):
|
||||
var spark := _box(Vector3(0.007, 0.007, 0.025), Color(1.0, 0.38, 0.05))
|
||||
var direction := Vector3(cos(i * TAU / 6.0), 0.3, sin(i * TAU / 6.0))
|
||||
spark.position = direction * 0.04
|
||||
spark.basis = Basis.looking_at(direction, Vector3.UP)
|
||||
flash.add_child(spark)
|
||||
add_child(flash)
|
||||
flash.global_position = point
|
||||
impacts.append({"node": flash, "time": 0.0})
|
||||
|
||||
|
||||
func _projectile_visual(kind: String, color: Color) -> MeshInstance3D:
|
||||
var node := MeshInstance3D.new()
|
||||
node.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
node.material_override = _glow(color)
|
||||
match kind:
|
||||
"beam":
|
||||
node.mesh = ImmediateMesh.new()
|
||||
if unit_beam_mesh == null:
|
||||
unit_beam_mesh = CylinderMesh.new()
|
||||
unit_beam_mesh.height = 1.0
|
||||
unit_beam_mesh.top_radius = 1.0
|
||||
unit_beam_mesh.bottom_radius = 1.0
|
||||
unit_beam_mesh.radial_segments = 8
|
||||
for part in ["BeamCore", "BeamGlow"]:
|
||||
var cylinder := MeshInstance3D.new()
|
||||
cylinder.name = part
|
||||
cylinder.mesh = unit_beam_mesh
|
||||
cylinder.material_override = _glow(Color(1.0, 0.94, 0.67) if part == "BeamCore" else Color(1.0, 0.35, 0.1, 0.2), part == "BeamGlow")
|
||||
cylinder.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
node.add_child(cylinder)
|
||||
"missile":
|
||||
var body := BoxMesh.new()
|
||||
body.size = Vector3(0.075, 0.065, 0.19)
|
||||
node.mesh = body
|
||||
node.material_override = _solid(Color(0.72, 0.76, 0.79))
|
||||
var nose := MeshInstance3D.new()
|
||||
var pyramid := CylinderMesh.new()
|
||||
pyramid.top_radius = 0.0
|
||||
pyramid.bottom_radius = 0.052
|
||||
pyramid.height = 0.072
|
||||
pyramid.radial_segments = 4
|
||||
nose.mesh = pyramid
|
||||
nose.position.z = -0.128
|
||||
nose.rotation.x = -PI / 2.0
|
||||
nose.material_override = _solid(Color(0.73, 0.17, 0.08))
|
||||
node.add_child(nose)
|
||||
for axis in [Vector3.RIGHT, Vector3.UP]:
|
||||
var fin := _box(Vector3(0.14, 0.012, 0.065) if axis == Vector3.RIGHT else Vector3(0.012, 0.12, 0.065), Color(0.27, 0.3, 0.33), false)
|
||||
fin.position.z = 0.068
|
||||
node.add_child(fin)
|
||||
var exhaust := _box(Vector3(0.035, 0.035, 0.12), Color(1.0, 0.36, 0.08, 0.65))
|
||||
exhaust.position.z = 0.145
|
||||
node.add_child(exhaust)
|
||||
"ion":
|
||||
var sphere := SphereMesh.new()
|
||||
sphere.radius = 0.052
|
||||
sphere.height = 0.104
|
||||
sphere.radial_segments = 10
|
||||
sphere.rings = 5
|
||||
node.mesh = sphere
|
||||
for axis in [0, 1]:
|
||||
var ring := MeshInstance3D.new()
|
||||
var torus := TorusMesh.new()
|
||||
torus.inner_radius = 0.066
|
||||
torus.outer_radius = 0.078
|
||||
torus.rings = 12
|
||||
torus.ring_segments = 4
|
||||
ring.mesh = torus
|
||||
ring.rotation.x = PI / 2.0 if axis == 0 else 0.0
|
||||
ring.material_override = _glow(Color(0.15, 0.6, 1.0, 0.6), true)
|
||||
ring.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
node.add_child(ring)
|
||||
"asteroid":
|
||||
var sphere := SphereMesh.new()
|
||||
sphere.radius = 0.2
|
||||
sphere.height = 0.34
|
||||
sphere.radial_segments = 7
|
||||
sphere.rings = 4
|
||||
node.mesh = sphere
|
||||
node.material_override = _solid(color)
|
||||
_:
|
||||
var core := BoxMesh.new()
|
||||
core.size = Vector3(0.028, 0.028, 0.26)
|
||||
node.mesh = core
|
||||
node.material_override = _glow(Color(1.0, 0.93, 0.72))
|
||||
var trail := _box(Vector3(0.066, 0.066, 0.39), Color(color, 0.27))
|
||||
trail.position.z = 0.07
|
||||
node.add_child(trail)
|
||||
return node
|
||||
|
||||
|
||||
func _box(size: Vector3, color: Color, luminous: bool = true) -> MeshInstance3D:
|
||||
var node := MeshInstance3D.new()
|
||||
var mesh := BoxMesh.new()
|
||||
mesh.size = size
|
||||
node.mesh = mesh
|
||||
node.material_override = _glow(color, color.a < 1.0) if luminous else _solid(color)
|
||||
node.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
return node
|
||||
|
||||
|
||||
func _glow(color: Color, additive: bool = false) -> StandardMaterial3D:
|
||||
var material := StandardMaterial3D.new()
|
||||
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
material.albedo_color = color
|
||||
material.emission_enabled = true
|
||||
material.emission = Color(color, 1.0)
|
||||
if additive:
|
||||
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
material.blend_mode = BaseMaterial3D.BLEND_MODE_ADD
|
||||
return material
|
||||
|
||||
|
||||
func _solid(color: Color) -> StandardMaterial3D:
|
||||
var material := StandardMaterial3D.new()
|
||||
material.albedo_color = color
|
||||
material.roughness = 0.82
|
||||
return material
|
||||
|
||||
|
||||
func _segment(node: MeshInstance3D, start: Vector3, end: Vector3, radius: float) -> void:
|
||||
var direction := end - start
|
||||
var length := direction.length()
|
||||
node.visible = length > 0.00001
|
||||
if not node.visible:
|
||||
return
|
||||
var axis := direction / length
|
||||
var reference := Vector3.RIGHT if absf(axis.dot(Vector3.UP)) > 0.98 else Vector3.UP
|
||||
var side := reference.cross(axis).normalized()
|
||||
# A shared unit cylinder stays immutable. Transforming it avoids rebuilding
|
||||
# two procedural meshes on every beam sweep frame.
|
||||
node.global_basis = Basis(side * radius, axis * length, side.cross(axis) * radius)
|
||||
node.global_position = (start + end) * 0.5
|
||||
@@ -0,0 +1 @@
|
||||
uid://dhy7cqbe4ytgj
|
||||
@@ -0,0 +1,150 @@
|
||||
extends Node3D
|
||||
|
||||
const UI = preload("res://scripts/ftl_ui_theme.gd")
|
||||
|
||||
# An original vector schematic, rendered once. It labels the active bindings
|
||||
# rather than reproducing controller industrial design or extracted artwork.
|
||||
var surface_size := Vector2(0.88, 0.53)
|
||||
var render_priority := 122
|
||||
var viewport: SubViewport
|
||||
var canvas: Control
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
viewport = SubViewport.new()
|
||||
viewport.size = Vector2i(1000, 600)
|
||||
viewport.transparent_bg = true
|
||||
viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
|
||||
add_child(viewport)
|
||||
canvas = HelpCanvas.new()
|
||||
canvas.size = Vector2(1000, 600)
|
||||
canvas.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
|
||||
viewport.add_child(canvas)
|
||||
var display := MeshInstance3D.new()
|
||||
var quad := QuadMesh.new()
|
||||
quad.size = surface_size
|
||||
display.mesh = quad
|
||||
display.position.y = 0.03
|
||||
display.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
var material := StandardMaterial3D.new()
|
||||
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
material.no_depth_test = true
|
||||
material.render_priority = render_priority
|
||||
material.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
|
||||
material.albedo_texture = viewport.get_texture()
|
||||
display.material_override = material
|
||||
add_child(display)
|
||||
|
||||
|
||||
class HelpCanvas extends Control:
|
||||
const INK := UI.INK
|
||||
const GREEN := UI.GREEN
|
||||
const MUTED := UI.MUTED
|
||||
const DARK := UI.DARK
|
||||
var font: Font = UI.ASSETS.font("body")
|
||||
|
||||
|
||||
func _label(value: String, at: Vector2, font_size: int = 20, color: Color = INK) -> void:
|
||||
draw_string(font,at,value,HORIZONTAL_ALIGNMENT_LEFT,-1.0,roundi(font_size * 1.45),color)
|
||||
|
||||
|
||||
func _leader(pin: Vector2, edge: Vector2, channel_x: float) -> void:
|
||||
var points := PackedVector2Array([pin, Vector2(channel_x, pin.y), Vector2(channel_x, edge.y), edge])
|
||||
draw_polyline(points, MUTED, 2.0, true)
|
||||
draw_circle(pin, 4.0, GREEN)
|
||||
|
||||
|
||||
func _callout(title: String, lines: Array, at: Vector2, pin: Vector2, left_side: bool) -> void:
|
||||
_label(title, at, 20, GREEN)
|
||||
for i in range(lines.size()):
|
||||
_label(str(lines[i]), at + Vector2(0, 22 * (i + 1)), 19)
|
||||
var edge := Vector2(199 if left_side else 771, at.y + 5)
|
||||
_leader(pin, edge, 210 if left_side else 750)
|
||||
|
||||
|
||||
func _controller(center_x: float, right: bool) -> void:
|
||||
var outline := PackedVector2Array([
|
||||
Vector2(center_x - 67, 153), Vector2(center_x - 52, 136),
|
||||
Vector2(center_x - 24, 124), Vector2(center_x + 31, 132),
|
||||
Vector2(center_x + 61, 152), Vector2(center_x + 72, 202),
|
||||
Vector2(center_x + 44, 241), Vector2(center_x + 38, 321),
|
||||
Vector2(center_x + 20, 350), Vector2(center_x - 23, 350),
|
||||
Vector2(center_x - 43, 320), Vector2(center_x - 46, 240),
|
||||
Vector2(center_x - 68, 199)])
|
||||
draw_colored_polygon(outline, Color(0.065, 0.125, 0.139))
|
||||
var border := outline.duplicate()
|
||||
border.append(outline[0])
|
||||
draw_polyline(border, INK, 3.0, true)
|
||||
for line in range(4):
|
||||
draw_line(Vector2(center_x - 26, 299 + line * 10), Vector2(center_x + 24, 299 + line * 10), MUTED, 2.0, true)
|
||||
var stick := Vector2(center_x - 17, 185)
|
||||
draw_circle(stick, 26, DARK)
|
||||
draw_arc(stick, 26, 0, TAU, 32, GREEN, 3.0, true)
|
||||
draw_circle(stick, 11, MUTED)
|
||||
_label("STICK", stick + Vector2(-26, -36), 16, MUTED)
|
||||
if right:
|
||||
_button(Vector2(center_x - 14, 250), "B")
|
||||
_button(Vector2(center_x + 31, 264), "A")
|
||||
_button(Vector2(center_x - 39,222),"X",14)
|
||||
_button(Vector2(center_x + 5,216),"Y",14)
|
||||
draw_line(Vector2(center_x - 28, 127), Vector2(center_x + 10, 132), GREEN, 6.0, true)
|
||||
else:
|
||||
draw_line(Vector2(center_x - 28,127),Vector2(center_x + 10,132),GREEN,6.0,true)
|
||||
var pad := Vector2(center_x + 22, 252)
|
||||
draw_rect(Rect2(pad - Vector2(12, 34), Vector2(24, 68)), DARK)
|
||||
draw_rect(Rect2(pad - Vector2(34, 12), Vector2(68, 24)), DARK)
|
||||
draw_line(pad + Vector2(-24, 0), pad + Vector2(24, 0), GREEN, 4.0, true)
|
||||
draw_line(pad + Vector2(0, -24), pad + Vector2(0, 24), GREEN, 4.0, true)
|
||||
draw_rect(Rect2(center_x - 36, 276, 24, 16), MUTED, false, 2.0)
|
||||
_label("VIEW", Vector2(center_x - 49, 268), 15, MUTED)
|
||||
|
||||
|
||||
func _button(at: Vector2, text: String, radius: float = 18.0) -> void:
|
||||
draw_circle(at, radius, DARK)
|
||||
draw_arc(at, radius, 0, TAU, 24, GREEN, 2.0, true)
|
||||
_label(text, at + Vector2(-7, 7), 21, GREEN)
|
||||
|
||||
|
||||
func _badge(text: String, at: Vector2, width: float = 32.0) -> void:
|
||||
draw_rect(Rect2(at + Vector2(0, -20), Vector2(width, 28)), Color(0.08, 0.2, 0.19))
|
||||
draw_rect(Rect2(at + Vector2(0, -20), Vector2(width, 28)), MUTED, false, 1.0)
|
||||
_label(text, at + Vector2(7, 1), 20, GREEN)
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
UI.frame(self,Rect2(2,2,996,596),DARK,UI.EDGE,14)
|
||||
UI.text(self,"STEAM FRAME CONTROLS",Vector2(28,14),30,INK,"header")
|
||||
UI.text(self,"BINDING DIAGRAM",Vector2(785,23),24,MUTED)
|
||||
draw_line(Vector2(25, 58), Vector2(975, 58), MUTED, 2.0)
|
||||
draw_line(Vector2(500, 78), Vector2(500, 470), MUTED, 1.0)
|
||||
_label("LEFT / TABLE + NAVIGATION", Vector2(28, 91), 22, GREEN)
|
||||
_label("RIGHT / POINT + ACT", Vector2(526, 91), 22, GREEN)
|
||||
_controller(290, false)
|
||||
_controller(660, true)
|
||||
_callout("TRIGGER", ["Power page: + power", "Else: stations"], Vector2(28, 132), Vector2(301, 149), true)
|
||||
_callout("STICK", ["Rotate / scale", "Click: recenter"], Vector2(28, 212), Vector2(273, 185), true)
|
||||
_callout("GRIP", ["Move tabletop"], Vector2(28, 305), Vector2(222, 253), true)
|
||||
_callout("BUMPER", ["Hold: 1-8 wheel", "Release: confirm"], Vector2(784, 119), Vector2(646, 128), false)
|
||||
_callout("TRIGGER", ["Click / hold crew", "Drop / beam drag"], Vector2(784, 210), Vector2(694, 149), false)
|
||||
_callout("GRIP", ["Hold for SHIFT"], Vector2(784, 305), Vector2(718, 253), false)
|
||||
_label("DPAD / VIEW", Vector2(28, 369), 19, MUTED)
|
||||
_leader(Vector2(312, 252), Vector2(431, 366), 434)
|
||||
_badge("UP", Vector2(28, 394), 49)
|
||||
_label("Shortcuts", Vector2(91, 394), 20)
|
||||
_badge("VIEW",Vector2(296,394),72)
|
||||
_label("Pause",Vector2(380,394),20)
|
||||
_badge("L / R", Vector2(28, 425), 72)
|
||||
_label("Previous / next screen", Vector2(112, 425), 20)
|
||||
_badge("DOWN", Vector2(28, 456), 80)
|
||||
_label("Tactical screen toggle", Vector2(121, 456), 20)
|
||||
_badge("A", Vector2(526, 394))
|
||||
_label("Inspect rooms / wheel category", Vector2(568, 394), 20)
|
||||
_badge("B", Vector2(526, 425))
|
||||
_label("Right-click / cancel grab or wheel", Vector2(568, 425), 19)
|
||||
_label("STICK: wheel selection / click: CTRL", Vector2(526, 456), 20)
|
||||
draw_line(Vector2(25, 480), Vector2(975, 480), MUTED, 2.0)
|
||||
_label("SHIFT: add crew / depower weapons and systems", Vector2(28, 508), 19, GREEN)
|
||||
_label("SHIFT + L trigger: save stations | CTRL: reverse autofire", Vector2(28, 534), 19)
|
||||
_label("POWER PAGE: L trigger adds power / L bumper removes power", Vector2(28, 560), 19, GREEN)
|
||||
_label("POWER PAGE: RIGHT X / Y select previous / next, or point at a system", Vector2(28, 586), 19)
|
||||
@@ -0,0 +1,281 @@
|
||||
extends Node3D
|
||||
|
||||
# The panel owns visuals only. Legacy navigation Area3Ds can retain their exact
|
||||
# geometry; power cards are picked on this surface without physics collisions.
|
||||
const UI = preload("res://scripts/ftl_ui_theme.gd")
|
||||
# Native RenderPowerBoxes uses an orange battery outline, yellow bonus power,
|
||||
# cyan ion locks and purple hacking. The allocated/battery/bonus fields are
|
||||
# separate in ShipSystem; GetEffectivePower also includes native manning boosts.
|
||||
const BATTERY := Color("e66e1e")
|
||||
const BONUS := Color("fffa5a")
|
||||
const ION_POWER := Color("85e7ed")
|
||||
const HACKED_POWER := Color("cf46fd")
|
||||
const SIZE := Vector2(0.92, 0.72)
|
||||
const PIXELS := Vector2(1150, 900)
|
||||
const SYSTEM_NAMES := {"shields":"SHIELDS", "engines":"ENGINES", "oxygen":"OXYGEN", "medbay":"MEDBAY", "clonebay":"CLONE BAY", "weapons":"WEAPONS", "drones":"DRONES", "teleporter":"TELEPORTER", "cloaking":"CLOAKING", "mind":"MIND CONTROL", "hacking":"HACKING", "artillery":"ARTILLERY", "battery":"BATTERY"}
|
||||
const SYSTEM_ORDER := ["shields","engines","oxygen","medbay","clonebay","weapons","drones","teleporter","cloaking","mind","hacking","artillery","battery"]
|
||||
var surface_size := SIZE
|
||||
var viewport: SubViewport
|
||||
var canvas: Control
|
||||
var heading := "NAVIGATION"
|
||||
var buttons: Array = []
|
||||
var power_rows: Array = []
|
||||
var reactor: Dictionary = {}
|
||||
var selected_key := ""
|
||||
var power_mode := false
|
||||
var paused := false
|
||||
var content_revision := 0
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
viewport = SubViewport.new()
|
||||
viewport.size = Vector2i(PIXELS)
|
||||
viewport.transparent_bg = true
|
||||
viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
|
||||
add_child(viewport)
|
||||
canvas = PanelCanvas.new()
|
||||
canvas.panel = self
|
||||
canvas.size = PIXELS
|
||||
canvas.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
|
||||
viewport.add_child(canvas)
|
||||
var display := MeshInstance3D.new()
|
||||
var quad := QuadMesh.new()
|
||||
quad.size = SIZE
|
||||
display.mesh = quad
|
||||
display.position.z = 0.012
|
||||
display.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
var material := StandardMaterial3D.new()
|
||||
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
material.no_depth_test = true
|
||||
material.render_priority = 121
|
||||
material.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
|
||||
material.albedo_texture = viewport.get_texture()
|
||||
display.material_override = material
|
||||
add_child(display)
|
||||
|
||||
|
||||
func _redraw() -> void:
|
||||
content_revision += 1
|
||||
if canvas != null:
|
||||
canvas.queue_redraw()
|
||||
viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
|
||||
|
||||
|
||||
func set_navigation(title: String, entries: Array, is_paused: bool = false) -> void:
|
||||
if not power_mode and heading == title and buttons == entries and paused == is_paused:
|
||||
return
|
||||
heading = title
|
||||
buttons = entries.duplicate(true)
|
||||
paused = is_paused
|
||||
power_mode = false
|
||||
_redraw()
|
||||
|
||||
|
||||
func set_power(player: Dictionary, is_paused: bool = false) -> void:
|
||||
var rows := _power_rows(player)
|
||||
var raw_power: Variant = player.get("reactor_status", player.get("reactor", {}))
|
||||
var power: Dictionary = raw_power if raw_power is Dictionary else {}
|
||||
if power_mode and rows == power_rows and power == reactor and paused == is_paused:
|
||||
return
|
||||
power_rows = rows
|
||||
reactor = power.duplicate(true)
|
||||
power_mode = true
|
||||
paused = is_paused
|
||||
heading = "SYSTEM POWER"
|
||||
if selected_system().is_empty():
|
||||
selected_key = str(power_rows[0].get("key", "")) if not power_rows.is_empty() else ""
|
||||
_redraw()
|
||||
|
||||
|
||||
func _power_rows(player: Dictionary) -> Array:
|
||||
var value: Variant = player.get("system_status", player.get("system_power", []))
|
||||
var result: Array = []
|
||||
if value is Array:
|
||||
for row in value:
|
||||
if row is Dictionary and row.get("powerable", true):
|
||||
var copy: Dictionary = row.duplicate(true)
|
||||
copy.key = str(copy.get("key", copy.get("name", "")))
|
||||
copy.name = str(copy.get("label", SYSTEM_NAMES.get(copy.key,copy.key.to_upper())))
|
||||
result.append(copy)
|
||||
else:
|
||||
# Compatibility with an older bridge: only real power details are used;
|
||||
# boolean system-presence flags must never invent allocated power.
|
||||
var systems: Dictionary = player.get("systems", {})
|
||||
for key in SYSTEM_ORDER:
|
||||
var row: Variant = systems.get(key, null)
|
||||
if row is Dictionary and row.get("powerable", true):
|
||||
var copy: Dictionary = row.duplicate(true)
|
||||
copy.key = key
|
||||
copy.name = SYSTEM_NAMES.get(key, key.to_upper())
|
||||
result.append(copy)
|
||||
return result
|
||||
|
||||
|
||||
func select_system(key: String) -> void:
|
||||
if selected_key == key:
|
||||
return
|
||||
for row in power_rows:
|
||||
if str(row.get("key", "")) == key:
|
||||
selected_key = key
|
||||
_redraw()
|
||||
return
|
||||
|
||||
|
||||
func step_selection(direction: int) -> void:
|
||||
if power_rows.is_empty():
|
||||
return
|
||||
var index := 0
|
||||
for i in range(power_rows.size()):
|
||||
if str(power_rows[i].key) == selected_key:
|
||||
index = i
|
||||
break
|
||||
select_system(str(power_rows[posmod(index + direction,power_rows.size())].key))
|
||||
|
||||
|
||||
func selected_system() -> Dictionary:
|
||||
for row in power_rows:
|
||||
if str(row.get("key", "")) == selected_key:
|
||||
return row
|
||||
return {}
|
||||
|
||||
|
||||
func power_card_rect(index: int) -> Rect2:
|
||||
var count := maxi(1,power_rows.size())
|
||||
var rows_per_column := ceili(count / 2.0)
|
||||
var height := minf(106.0, 642.0 / rows_per_column)
|
||||
return Rect2(190 + floori(float(index) / rows_per_column) * 450, 140 + (index % rows_per_column) * height, 422, height - 10)
|
||||
|
||||
|
||||
func ray_hit(from: Vector3, direction: Vector3) -> Dictionary:
|
||||
if not is_visible_in_tree():
|
||||
return {}
|
||||
var start := to_local(from)
|
||||
var ray := to_local(from + direction) - start
|
||||
if absf(ray.z) < 0.00001:
|
||||
return {}
|
||||
var distance := (0.012 - start.z) / ray.z
|
||||
if distance <= 0:
|
||||
return {}
|
||||
var point := start + distance * ray
|
||||
var pixel := Vector2(point.x / SIZE.x + 0.5,0.5 - point.y / SIZE.y) * PIXELS
|
||||
if not Rect2(Vector2.ZERO,PIXELS).has_point(pixel):
|
||||
return {}
|
||||
var hit := {"position":to_global(point), "system_key":""}
|
||||
if power_mode:
|
||||
for i in range(power_rows.size()):
|
||||
if power_card_rect(i).has_point(pixel):
|
||||
hit.system_key = str(power_rows[i].key)
|
||||
break
|
||||
return hit
|
||||
|
||||
|
||||
class PanelCanvas extends Control:
|
||||
var panel: Node3D
|
||||
var icons: Dictionary = {}
|
||||
var base_path := ""
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
base_path = ProjectSettings.globalize_path("res://local_game_data") if OS.has_feature("editor") else OS.get_executable_path().get_base_dir().path_join("local_game_data")
|
||||
|
||||
|
||||
func _icon(key: String) -> Texture2D:
|
||||
if not icons.has(key):
|
||||
var path := base_path.path_join("ui/img/icons/s_%s.png" % key)
|
||||
icons[key] = ImageTexture.create_from_image(Image.load_from_file(path)) if FileAccess.file_exists(path) else null
|
||||
return icons[key]
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
UI.frame(self,Rect2(3,3,1144,894),UI.DARK,UI.EDGE,5)
|
||||
UI.text(self,panel.heading,Vector2(32,29),32,UI.INK,"header")
|
||||
draw_line(Vector2(28,85),Vector2(1122,85),UI.MUTED,1)
|
||||
if panel.paused:
|
||||
UI.centered_text(self,"PAUSED",Vector2(1024,46),25,UI.GREEN,"header")
|
||||
if panel.power_mode:
|
||||
_draw_power()
|
||||
else:
|
||||
var low_buttons := false
|
||||
for item in panel.buttons:
|
||||
var point: Vector2 = item.get("position",Vector2.ZERO)
|
||||
low_buttons = low_buttons or point.y < -.25
|
||||
var center := Vector2(point.x / SIZE.x + .5,.5 - point.y / SIZE.y) * PIXELS
|
||||
var rect := Rect2(center - Vector2(250,41.875),Vector2(500,83.75))
|
||||
UI.button(self,rect,str(item.get("label","")),item.get("enabled",true))
|
||||
if low_buttons:
|
||||
UI.centered_text(self,"DPAD L/R: SCREEN DOWN: TACTICAL VIEW: PAUSE",Vector2(575,877),22,UI.MUTED)
|
||||
else:
|
||||
draw_line(Vector2(38,829),Vector2(1112,829),UI.MUTED,1)
|
||||
UI.centered_text(self,"DPAD L/R: SCREEN DOWN: TACTICAL VIEW: PAUSE",Vector2(575,850),24,UI.MUTED)
|
||||
UI.centered_text(self,"LEFT TRIGGER: STATIONS RIGHT BUMPER: ACTION WHEEL",Vector2(575,877),22,UI.INK)
|
||||
|
||||
|
||||
func _draw_power() -> void:
|
||||
UI.text(self,"REACTOR",Vector2(31,108),27,UI.INK)
|
||||
var total := clampi(int(panel.reactor.get("total",panel.reactor.get("max",0))),0,50)
|
||||
var available := clampi(int(panel.reactor.get("available",panel.reactor.get("current",0))),0,total)
|
||||
UI.frame(self,Rect2(41,145,103,610),UI.PANEL,UI.EDGE,9)
|
||||
var pitch := minf(20,562.0 / maxi(1,total))
|
||||
for cell in range(total):
|
||||
var rect := Rect2(57,731 - cell * pitch,71,pitch - 3)
|
||||
draw_rect(rect,UI.GREEN if cell < available else UI.DARK)
|
||||
draw_rect(rect,UI.EDGE,false,1)
|
||||
UI.centered_text(self,"%d/%d" % [available,total],Vector2(94,779),32,UI.GREEN)
|
||||
UI.centered_text(self,"FREE",Vector2(94,809),22,UI.MUTED)
|
||||
for i in range(panel.power_rows.size()):
|
||||
var row: Dictionary = panel.power_rows[i]
|
||||
var rect: Rect2 = panel.power_card_rect(i)
|
||||
var active: bool = str(row.key) == panel.selected_key
|
||||
UI.frame(self,rect,UI.SELECTED if active else UI.PANEL,UI.GOLD if active else UI.EDGE,9)
|
||||
var texture := _icon(str(row.key))
|
||||
if texture != null:
|
||||
draw_texture_rect(texture,Rect2(rect.position + Vector2(15,13),Vector2(42,42)),false,UI.GOLD if active else UI.INK)
|
||||
else:
|
||||
draw_rect(Rect2(rect.position + Vector2(18,18),Vector2(34,34)),UI.MUTED,false,2)
|
||||
UI.centered_text(self,str(row.key).substr(0,1),rect.position + Vector2(35,35),30,UI.INK)
|
||||
UI.text(self,str(row.name),rect.position + Vector2(68,12),30,UI.GOLD if active else UI.INK)
|
||||
var capacity := clampi(int(row.get("max_power",row.get("max",0))),0,16)
|
||||
var allocated := clampi(int(row.get("allocated",row.get("power",0))),0,capacity)
|
||||
var battery := clampi(int(row.get("battery_power",0)),0,capacity)
|
||||
var bonus := clampi(int(row.get("bonus_power",0)),0,capacity)
|
||||
var effective := maxi(0,int(row.get("effective_power",allocated + battery + bonus)))
|
||||
var damaged := clampi(int(row.get("damaged",0)),0,capacity)
|
||||
var cap := clampi(int(row.get("power_cap",capacity)),0,capacity)
|
||||
var ionized := bool(row.get("ionized",false))
|
||||
var locked := bool(row.get("locked",false))
|
||||
var hacked := int(row.get("hacked",0)) > 1
|
||||
var bar_y := rect.end.y - 30
|
||||
var cell_width := minf(22,(250.0 - maxi(0,capacity - 1) * 3) / maxi(1,capacity))
|
||||
for cell in range(capacity):
|
||||
var bar := Rect2(rect.position.x + 68 + cell * (cell_width + 3),bar_y,cell_width,15)
|
||||
var color := UI.DARK
|
||||
var outline := UI.EDGE
|
||||
var battery_cell := cell >= allocated and cell < allocated + battery
|
||||
if cell < allocated:
|
||||
color = HACKED_POWER if hacked else ION_POWER if ionized else UI.INK if locked else UI.GREEN
|
||||
elif battery_cell:
|
||||
outline = BATTERY
|
||||
elif cell < allocated + battery + bonus:
|
||||
color = BONUS
|
||||
elif cell >= capacity - damaged:
|
||||
color = UI.RED
|
||||
elif cell >= cap:
|
||||
outline = ION_POWER
|
||||
draw_rect(bar,color)
|
||||
if battery_cell:
|
||||
draw_rect(bar.grow(-3),UI.GREEN)
|
||||
draw_rect(bar,outline,false,1)
|
||||
# Keep the native effective total; do not count battery twice or debit
|
||||
# reactor availability for Zoltan power. Raw selected rows are untouched.
|
||||
UI.text(self,"%d/%d" % [effective,capacity],Vector2(rect.end.x - 75,bar_y - 2),22,UI.INK)
|
||||
if hacked or ionized or locked:
|
||||
UI.text(self,"HACK" if hacked else "LOCK",Vector2(rect.end.x - 75,rect.position.y + 16),20,HACKED_POWER if hacked else ION_POWER if ionized else UI.INK)
|
||||
if panel.power_rows.is_empty():
|
||||
UI.centered_text(self,"WAITING FOR LIVE SYSTEM STATUS",Vector2(661,440),30,UI.MUTED)
|
||||
for source in [[250,"REACTOR",UI.GREEN],[445,"BATTERY",BATTERY],[640,"ZOLTAN",BONUS],[826,"DAMAGED",UI.RED]]:
|
||||
draw_rect(Rect2(int(source[0]),791,12,12),source[2])
|
||||
UI.text(self,str(source[1]),Vector2(int(source[0]) + 22,788),22,source[2])
|
||||
draw_line(Vector2(185,814),Vector2(1107,814),UI.MUTED,1)
|
||||
UI.centered_text(self,"L TRIGGER: + POWER L BUMPER: - POWER",Vector2(661,842),28,UI.INK)
|
||||
UI.centered_text(self,"RIGHT X/Y: PREV/NEXT POINT: SELECT SYSTEM",Vector2(661,873),28,UI.GOLD)
|
||||
@@ -0,0 +1,85 @@
|
||||
extends Node3D
|
||||
|
||||
const UI = preload("res://scripts/ftl_ui_theme.gd")
|
||||
const WIDTH := 0.64
|
||||
const HEIGHT := 0.10
|
||||
const PIXELS := Vector2i(770,130)
|
||||
const HULL_COLOR := Color("85ff79")
|
||||
var viewport: SubViewport
|
||||
var canvas: Control
|
||||
var plate: MeshInstance3D
|
||||
var hull := 0
|
||||
var hull_max := 0
|
||||
var ship_label := "HOSTILE"
|
||||
var signature := ""
|
||||
|
||||
|
||||
func build() -> void:
|
||||
viewport = SubViewport.new()
|
||||
viewport.size = PIXELS
|
||||
viewport.transparent_bg = true
|
||||
viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
|
||||
add_child(viewport)
|
||||
canvas = Control.new()
|
||||
canvas.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
canvas.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
|
||||
canvas.draw.connect(_draw)
|
||||
viewport.add_child(canvas)
|
||||
plate = MeshInstance3D.new()
|
||||
var quad := QuadMesh.new()
|
||||
quad.size = Vector2(WIDTH, HEIGHT)
|
||||
plate.mesh = quad
|
||||
var material := StandardMaterial3D.new()
|
||||
material.albedo_texture = viewport.get_texture()
|
||||
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
material.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
|
||||
material.cull_mode = BaseMaterial3D.CULL_DISABLED
|
||||
plate.material_override = material
|
||||
plate.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
add_child(plate)
|
||||
visible = false
|
||||
|
||||
|
||||
func set_state(data: Dictionary) -> void:
|
||||
hull = maxi(0, int(data.get("hull", 0)))
|
||||
hull_max = maxi(0, int(data.get("hull_max", 0)))
|
||||
ship_label = str(data.get("name", "HOSTILE")).to_upper()
|
||||
if ship_label.is_empty():
|
||||
ship_label = "HOSTILE"
|
||||
visible = not data.is_empty() and hull_max > 0 and not bool(data.get("destroyed", false))
|
||||
var next := "%d:%d:%s" % [hull, hull_max, ship_label]
|
||||
if next == signature:
|
||||
return
|
||||
signature = next
|
||||
canvas.queue_redraw()
|
||||
viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
|
||||
|
||||
|
||||
func face_viewer(viewer: Vector3) -> void:
|
||||
if visible and global_position.distance_squared_to(viewer) > 0.0001:
|
||||
look_at(viewer, Vector3.UP, true)
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
var fraction := clampf(float(hull) / maxf(hull_max, 1), 0.0, 1.0)
|
||||
var frame := UI.ASSETS.texture("img/statusUI/top_hull_red.png" if fraction <= .33 else "img/statusUI/top_hull.png")
|
||||
var mask := UI.ASSETS.texture("img/statusUI/top_hull_bar_mask.png")
|
||||
var label := UI.ASSETS.texture("img/statusUI/top_hull_red_label.png" if fraction <= .33 else "img/statusUI/top_hull_label.png")
|
||||
# Use the actual vanilla stepped contour and segmented mask. Only owner-local
|
||||
# textures are read; no FTL imagery is embedded in the distributable mod.
|
||||
if frame != null and mask != null and label != null:
|
||||
canvas.draw_texture_rect(mask,Rect2(34,0,720,130),false,Color("253b32"))
|
||||
if fraction > 0:
|
||||
canvas.draw_texture_rect_region(mask,Rect2(34,0,720 * fraction,130),Rect2(0,0,360 * fraction,65),HULL_COLOR if fraction > .33 else UI.RED)
|
||||
canvas.draw_texture_rect(frame,Rect2(0,0,770,130),false)
|
||||
canvas.draw_texture_rect(label,Rect2(18,0,104,56),false)
|
||||
else:
|
||||
# Missing owned art still leaves a readable small bar during setup.
|
||||
var outline := PackedVector2Array([Vector2(16,80),Vector2(16,42),Vector2(255,42),Vector2(267,32),Vector2(496,32),Vector2(506,24),Vector2(755,24),Vector2(755,80),Vector2(16,80)])
|
||||
canvas.draw_colored_polygon(outline,UI.DARK)
|
||||
canvas.draw_polyline(outline,UI.EDGE,2)
|
||||
for i in range(30):
|
||||
canvas.draw_rect(Rect2(26 + i * 24,52,21,22),HULL_COLOR if float(i) / 30 < fraction else Color("253b32"))
|
||||
UI.text(canvas,"HULL",Vector2(28,4),29,UI.DARK,"header")
|
||||
UI.text(canvas,"%d / %d" % [hull,hull_max],Vector2(639,0),28,UI.INK)
|
||||
@@ -0,0 +1,122 @@
|
||||
extends RefCounted
|
||||
|
||||
# Owner-local SIL bitmap fonts. Preserve the original atlas, baseline, glyph
|
||||
# bearings and 1/256-pixel advance; no editor import or installed font is needed.
|
||||
const FONT_NAMES := {"body":"JustinFont10.font", "header":"c&c.font", "bold":"JustinFont11Bold.font"}
|
||||
static var fonts: Dictionary = {}
|
||||
static var textures: Dictionary = {}
|
||||
|
||||
|
||||
static func data_path() -> String:
|
||||
if OS.has_feature("editor") or OS.get_cmdline_user_args().has("--desktop"):
|
||||
return ProjectSettings.globalize_path("res://local_game_data")
|
||||
return OS.get_executable_path().get_base_dir().path_join("local_game_data")
|
||||
|
||||
|
||||
static func font(role: String = "body") -> Font:
|
||||
var name: String = FONT_NAMES.get(role,FONT_NAMES.body)
|
||||
if not fonts.has(name):
|
||||
var native := load_font(data_path().path_join("fonts").path_join(name))
|
||||
fonts[name] = native if native != null else ThemeDB.fallback_font
|
||||
return fonts[name]
|
||||
|
||||
|
||||
static func texture(relative_path: String) -> Texture2D:
|
||||
if not textures.has(relative_path):
|
||||
var path := data_path().path_join("ui").path_join(relative_path)
|
||||
var image := Image.load_from_file(path) if FileAccess.file_exists(path) else null
|
||||
textures[relative_path] = ImageTexture.create_from_image(image) if image != null and not image.is_empty() else null
|
||||
return textures[relative_path]
|
||||
|
||||
|
||||
static func _be16(bytes: PackedByteArray, at: int) -> int:
|
||||
return (int(bytes[at]) << 8) | int(bytes[at + 1])
|
||||
|
||||
|
||||
static func _be32(bytes: PackedByteArray, at: int) -> int:
|
||||
return (_be16(bytes,at) << 16) | _be16(bytes,at + 2)
|
||||
|
||||
|
||||
static func _signed(value: int, bits: int) -> int:
|
||||
return value - (1 << bits) if value & (1 << (bits - 1)) else value
|
||||
|
||||
|
||||
static func load_font(path: String) -> FontFile:
|
||||
if not FileAccess.file_exists(path): return null
|
||||
var bytes := FileAccess.get_file_as_bytes(path)
|
||||
if bytes.size() < 24 or bytes.slice(0,4).get_string_from_ascii() != "FONT" or bytes[4] != 1: return null
|
||||
var height := int(bytes[5])
|
||||
var baseline := int(bytes[6])
|
||||
var info := _be32(bytes,8)
|
||||
var count := _be16(bytes,12)
|
||||
var stride := _be16(bytes,14)
|
||||
var tex := _be32(bytes,16)
|
||||
var tex_length := _be32(bytes,20)
|
||||
if height < 1 or baseline > height or stride != 16 or count < 1 or info < 24 or info + count * stride > bytes.size(): return null
|
||||
if tex < 24 or tex_length < 32 or tex + tex_length > bytes.size(): return null
|
||||
# FTL's western fonts contain a SIL v2, uncompressed A8 texture (0x40).
|
||||
if bytes.slice(tex,tex + 4).get_string_from_ascii() != "TEX\n" or bytes[tex + 4] != 2 or bytes[tex + 5] != 0x40: return null
|
||||
var width := _be16(bytes,tex + 8)
|
||||
var atlas_height := _be16(bytes,tex + 10)
|
||||
var pixels := _be32(bytes,tex + 16)
|
||||
var pixel_count := _be32(bytes,tex + 20)
|
||||
if width < 1 or atlas_height < 1 or width > 2048 or atlas_height > 2048 or pixel_count != width * atlas_height or pixels < 32 or pixels + pixel_count > tex_length: return null
|
||||
# Validate all glyph bounds before mutating the font cache.
|
||||
for i in range(count):
|
||||
var offset := info + i * stride
|
||||
if _be32(bytes,offset) > 0x10ffff or _be16(bytes,offset + 4) + int(bytes[offset + 8]) > width or _be16(bytes,offset + 6) + int(bytes[offset + 9]) > atlas_height: return null
|
||||
var rgba := PackedByteArray()
|
||||
rgba.resize(pixel_count * 4)
|
||||
for i in range(pixel_count):
|
||||
rgba[i * 4] = 255
|
||||
rgba[i * 4 + 1] = 255
|
||||
rgba[i * 4 + 2] = 255
|
||||
rgba[i * 4 + 3] = bytes[tex + pixels + i]
|
||||
var source_image := Image.create_from_data(width,atlas_height,false,Image.FORMAT_RGBA8,rgba)
|
||||
# Godot's 3D glyph quads need transparent margins around a narrow stroke.
|
||||
# Repack original pixels without changing bearings/advances; a stroke at the
|
||||
# right edge of a 2px I/i/l glyph otherwise disappears in Label3D sampling.
|
||||
const PADDING := 2
|
||||
var atlas_width := 512
|
||||
var uv_rects: Array[Rect2i] = []
|
||||
var cursor := Vector2i.ZERO
|
||||
var row_height := 0
|
||||
for i in range(count):
|
||||
var offset := info + i * stride
|
||||
var padded := Vector2i(int(bytes[offset + 8]),int(bytes[offset + 9])) + Vector2i.ONE * (PADDING * 2)
|
||||
if cursor.x + padded.x > atlas_width:
|
||||
cursor = Vector2i(0,cursor.y + row_height)
|
||||
row_height = 0
|
||||
uv_rects.append(Rect2i(cursor,padded))
|
||||
cursor.x += padded.x
|
||||
row_height = maxi(row_height,padded.y)
|
||||
var padded_height := 1
|
||||
while padded_height < cursor.y + row_height: padded_height <<= 1
|
||||
var atlas := Image.create(atlas_width,padded_height,false,Image.FORMAT_RGBA8)
|
||||
atlas.fill(Color(1,1,1,0))
|
||||
for i in range(count):
|
||||
var offset := info + i * stride
|
||||
var original := Rect2i(_be16(bytes,offset + 4),_be16(bytes,offset + 6),int(bytes[offset + 8]),int(bytes[offset + 9]))
|
||||
if original.size.x > 0 and original.size.y > 0:
|
||||
atlas.blit_rect(source_image,original,uv_rects[i].position + Vector2i.ONE * PADDING)
|
||||
var result := FontFile.new()
|
||||
result.font_name = path.get_file().get_basename()
|
||||
result.fixed_size = height
|
||||
result.fixed_size_scale_mode = TextServer.FIXED_SIZE_SCALE_ENABLED
|
||||
result.antialiasing = TextServer.FONT_ANTIALIASING_NONE
|
||||
result.allow_system_fallback = false
|
||||
result.set_cache_ascent(0,height,baseline)
|
||||
result.set_cache_descent(0,height,height - baseline)
|
||||
result.set_texture_image(0,Vector2i(height,0),0,atlas)
|
||||
for i in range(count):
|
||||
var offset := info + i * stride
|
||||
var codepoint := _be32(bytes,offset)
|
||||
var glyph_size := Vector2(int(bytes[offset + 8]),int(bytes[offset + 9]))
|
||||
var pre := _signed(_be16(bytes,offset + 12),16) / 256.0
|
||||
var post := _signed(_be16(bytes,offset + 14),16) / 256.0
|
||||
result.set_glyph_advance(0,height,codepoint,Vector2(pre + glyph_size.x + post,0))
|
||||
result.set_glyph_offset(0,Vector2i(height,0),codepoint,Vector2(pre - PADDING,-_signed(int(bytes[offset + 10]),8) - PADDING))
|
||||
result.set_glyph_size(0,Vector2i(height,0),codepoint,glyph_size + Vector2.ONE * (PADDING * 2))
|
||||
result.set_glyph_uv_rect(0,Vector2i(height,0),codepoint,Rect2(uv_rects[i]))
|
||||
result.set_glyph_texture_idx(0,Vector2i(height,0),codepoint,0)
|
||||
return result
|
||||
@@ -0,0 +1,47 @@
|
||||
extends RefCounted
|
||||
|
||||
const ASSETS = preload("res://scripts/ftl_ui_assets.gd")
|
||||
# Native FTL uses near-black panels, pale outlines and restrained green/gold.
|
||||
const INK := Color("e0ead4")
|
||||
const EDGE := Color("a2b5a5")
|
||||
const GREEN := Color("7fff74")
|
||||
const MUTED := Color("70857d")
|
||||
const DARK := Color("081012")
|
||||
const PANEL := Color("102023")
|
||||
const SELECTED := Color("20352c")
|
||||
const GOLD := Color("ffe89a")
|
||||
const RED := Color("ed6260")
|
||||
const ION := Color("7bb8ff")
|
||||
|
||||
|
||||
static func text_size(value: String, font_size: int, role: String = "body") -> Vector2:
|
||||
var font := ASSETS.font(role)
|
||||
return Vector2(font.get_string_size(value,HORIZONTAL_ALIGNMENT_LEFT,-1,font_size).x,font.get_height(font_size))
|
||||
|
||||
|
||||
static func text(canvas: CanvasItem, value: String, at: Vector2, font_size: int = 28, color: Color = INK, role: String = "body") -> void:
|
||||
var font := ASSETS.font(role)
|
||||
canvas.draw_string(font,(at + Vector2(0,font.get_ascent(font_size))).round(),value,HORIZONTAL_ALIGNMENT_LEFT,-1,font_size,color)
|
||||
|
||||
|
||||
static func centered_text(canvas: CanvasItem, value: String, center: Vector2, font_size: int = 28, color: Color = INK, role: String = "body") -> void:
|
||||
text(canvas,value,center - text_size(value,font_size,role) * .5,font_size,color,role)
|
||||
|
||||
|
||||
static func clipped_rect(rect: Rect2, cut: float = 5.0) -> PackedVector2Array:
|
||||
var p := rect.position
|
||||
var q := rect.end
|
||||
return PackedVector2Array([Vector2(p.x + cut,p.y),Vector2(q.x - cut,p.y),Vector2(q.x,p.y + cut),Vector2(q.x,q.y - cut),Vector2(q.x - cut,q.y),Vector2(p.x + cut,q.y),Vector2(p.x,q.y - cut),Vector2(p.x,p.y + cut)])
|
||||
|
||||
|
||||
static func frame(canvas: CanvasItem, rect: Rect2, fill: Color = PANEL, edge: Color = EDGE, cut: float = 5.0) -> void:
|
||||
var polygon := clipped_rect(rect,minf(cut,5.0))
|
||||
canvas.draw_colored_polygon(polygon,fill)
|
||||
polygon.append(polygon[0])
|
||||
canvas.draw_polyline(polygon,edge,1.5,false)
|
||||
|
||||
|
||||
static func button(canvas: CanvasItem, rect: Rect2, label: String, enabled: bool = true, highlighted: bool = false) -> void:
|
||||
frame(canvas,rect,SELECTED if highlighted else PANEL,GOLD if highlighted else EDGE if enabled else MUTED,4)
|
||||
var size_px := 34 if label.length() <= 20 else 28
|
||||
centered_text(canvas,label,rect.get_center(),size_px,INK if enabled else MUTED)
|
||||
@@ -0,0 +1,205 @@
|
||||
extends Control
|
||||
|
||||
signal texture_changed
|
||||
|
||||
var state: Dictionary = {}
|
||||
var textures: Dictionary = {}
|
||||
var original_frame: Texture2D
|
||||
var frame_image: Image
|
||||
var frame_signature := ""
|
||||
var frame_file := "hud_frame.png"
|
||||
var use_original_frame := true
|
||||
var source_rect := Rect2(0, 0, 1280, 720)
|
||||
var base_path := ""
|
||||
var font: Font = ThemeDB.fallback_font
|
||||
var received_frames := 0
|
||||
var capture_time_unix := 0.0
|
||||
const NATIVE_SIZE := Vector2(1280, 720)
|
||||
const RAW_HEADER_SIZE := 36
|
||||
|
||||
|
||||
func set_state(value: Dictionary) -> void:
|
||||
state = value
|
||||
if original_frame == null:
|
||||
request_redraw()
|
||||
|
||||
|
||||
func request_redraw() -> void:
|
||||
queue_redraw()
|
||||
texture_changed.emit()
|
||||
|
||||
|
||||
func poll_original_frame() -> void:
|
||||
if not use_original_frame:
|
||||
return
|
||||
var path := base_path.path_join(frame_file)
|
||||
var raw_path := path.get_basename() + ".rgba"
|
||||
if FileAccess.file_exists(raw_path):
|
||||
_poll_raw_frame(raw_path)
|
||||
return
|
||||
if not FileAccess.file_exists(path):
|
||||
var had_frame := original_frame != null
|
||||
original_frame = null
|
||||
frame_image = null
|
||||
frame_signature = ""
|
||||
if had_frame:
|
||||
request_redraw()
|
||||
return
|
||||
var source := FileAccess.open(path, FileAccess.READ)
|
||||
if source == null:
|
||||
return
|
||||
var bytes := source.get_buffer(source.get_length())
|
||||
source.close()
|
||||
var digest := HashingContext.new()
|
||||
digest.start(HashingContext.HASH_SHA256)
|
||||
digest.update(bytes)
|
||||
var signature := frame_file + digest.finish().hex_encode()
|
||||
if signature != frame_signature:
|
||||
var image := Image.new()
|
||||
if image.load_png_from_buffer(bytes) == OK and not image.is_empty():
|
||||
_accept_frame(image, signature)
|
||||
|
||||
|
||||
func _poll_raw_frame(path: String) -> void:
|
||||
var source := FileAccess.open(path, FileAccess.READ)
|
||||
if source == null:
|
||||
return
|
||||
# Header-only polling avoids reading, hashing and decoding an unchanged image.
|
||||
var header := source.get_buffer(RAW_HEADER_SIZE)
|
||||
if header.size() != RAW_HEADER_SIZE or header.slice(0, 4).get_string_from_ascii() != "FVR1" or header.decode_u32(4) != 1:
|
||||
source.close()
|
||||
return
|
||||
var width := int(header.decode_u32(8))
|
||||
var height := int(header.decode_u32(12))
|
||||
if width < 1 or height < 1 or width > 2560 or height > 1440 or header.decode_u32(16) != 4 or source.get_length() != RAW_HEADER_SIZE + width * height * 4:
|
||||
source.close()
|
||||
return
|
||||
var signature := frame_file + header.hex_encode()
|
||||
if signature == frame_signature:
|
||||
source.close()
|
||||
return
|
||||
var bytes := source.get_buffer(width * height * 4)
|
||||
source.close()
|
||||
if bytes.size() != width * height * 4:
|
||||
return
|
||||
capture_time_unix = header.decode_double(28)
|
||||
_accept_frame(Image.create_from_data(width, height, false, Image.FORMAT_RGBA8, bytes), signature)
|
||||
|
||||
|
||||
func _accept_frame(image: Image, signature: String) -> void:
|
||||
frame_image = image
|
||||
if original_frame is ImageTexture and Vector2i(original_frame.get_size()) == image.get_size():
|
||||
original_frame.update(image)
|
||||
else:
|
||||
original_frame = ImageTexture.create_from_image(image)
|
||||
frame_signature = signature
|
||||
received_frames += 1
|
||||
request_redraw()
|
||||
|
||||
|
||||
func native_alpha_at(pixel: Vector2i) -> float:
|
||||
if frame_image == null:
|
||||
return 0.0
|
||||
var image_size := frame_image.get_size()
|
||||
var scaled := Vector2(pixel) * Vector2(image_size) / NATIVE_SIZE
|
||||
var sample := Vector2i(clampi(floori(scaled.x), 0, image_size.x - 1), clampi(floori(scaled.y), 0, image_size.y - 1))
|
||||
return frame_image.get_pixelv(sample).a
|
||||
|
||||
|
||||
func native_used_rect() -> Rect2i:
|
||||
if frame_image == null:
|
||||
return Rect2i()
|
||||
var used := frame_image.get_used_rect()
|
||||
var scale := NATIVE_SIZE / Vector2(frame_image.get_size())
|
||||
var first := Vector2(used.position) * scale
|
||||
var last := Vector2(used.end) * scale
|
||||
return Rect2i(Vector2i(floori(first.x), floori(first.y)), Vector2i(ceili(last.x), ceili(last.y)) - Vector2i(floori(first.x), floori(first.y)))
|
||||
|
||||
|
||||
func _texture(path: String) -> Texture2D:
|
||||
if textures.has(path):
|
||||
return textures[path]
|
||||
var file := base_path.path_join("ui/img").path_join(path)
|
||||
if not FileAccess.file_exists(file):
|
||||
return null
|
||||
var image := Image.load_from_file(file)
|
||||
var texture := ImageTexture.create_from_image(image)
|
||||
textures[path] = texture
|
||||
return texture
|
||||
|
||||
|
||||
func _art(path: String, point: Vector2) -> void:
|
||||
var texture := _texture(path)
|
||||
if texture != null:
|
||||
draw_texture(texture, point)
|
||||
|
||||
|
||||
func _text(value: String, point: Vector2, size_px: int = 17, color: Color = Color(0.92, 0.97, 0.87)) -> void:
|
||||
draw_string(font, point, value, HORIZONTAL_ALIGNMENT_LEFT, -1.0, size_px, color)
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
if original_frame != null:
|
||||
# The live bridge can provide the original game's transparent UI render target.
|
||||
var transport_rect := Rect2(source_rect.position * original_frame.get_size() / NATIVE_SIZE, source_rect.size * original_frame.get_size() / NATIVE_SIZE)
|
||||
draw_texture_rect_region(original_frame, Rect2(Vector2.ZERO, size), transport_rect)
|
||||
return
|
||||
_art("statusUI/top_hull.png", Vector2(5, 0))
|
||||
_art("statusUI/top_hull_label.png", Vector2(5, 0))
|
||||
_text("HULL", Vector2(12, 22), 18, Color(0.04, 0.12, 0.13))
|
||||
var hull := int(state.get("hull", 30))
|
||||
var hull_max := maxi(1, int(state.get("hull_max", 30)))
|
||||
for i in range(30):
|
||||
var color := Color(0.48, 1.0, 0.47) if i < roundi(30.0 * hull / hull_max) else Color(0.11, 0.18, 0.16)
|
||||
draw_rect(Rect2(19 + i * 11.7, 32, 10, 14), color)
|
||||
_art("statusUI/top_scrap.png", Vector2(393, 0))
|
||||
_text(str(state.get("scrap", 52)), Vector2(444, 34))
|
||||
_art("statusUI/top_shields4_on.png", Vector2(5, 57))
|
||||
for i in range(clampi(int(state.get("shield", 2)), 0, 4)):
|
||||
_art("statusUI/top_shieldsquare1_on.png", Vector2(31 + i * 23, 64))
|
||||
for entry in [["fuel", 140, 17], ["missiles", 220, 8], ["drones", 300, 2]]:
|
||||
_art("statusUI/top_%s_on.png" % entry[0], Vector2(entry[1], 57))
|
||||
_text(str(state.get(entry[0], entry[2])), Vector2(entry[1] + 42, 84))
|
||||
_art("statusUI/top_evade_oxygen.png", Vector2(5, 106))
|
||||
_text("%d%%" % int(state.get("evasion", 25)), Vector2(48, 128), 15)
|
||||
_text("%d%%" % int(state.get("oxygen", 100)), Vector2(48, 152), 15)
|
||||
var crew: Array = state.get("crew", [{"name": "Crew 1", "health": 100}, {"name": "Crew 2", "health": 100}, {"name": "Crew 3", "health": 100}])
|
||||
for i in range(crew.size()):
|
||||
var y := 178 + i * 31
|
||||
draw_rect(Rect2(8, y, 108, 26), Color(0.06, 0.13, 0.14, 0.9))
|
||||
draw_rect(Rect2(8, y, 108, 26), Color(0.58, 0.68, 0.6), false)
|
||||
draw_circle(Vector2(21, y + 10), 6, Color(0.6, 0.9, 0.34))
|
||||
_text(str(crew[i].get("name", "Crew")), Vector2(34, y + 16), 14)
|
||||
draw_rect(Rect2(13, y + 21, 94 * clampf(float(crew[i].get("health", 100)) / 100.0, 0, 1), 3), Color(0.36, 0.88, 0.33))
|
||||
var reactor := int(state.get("reactor", 8))
|
||||
for i in range(25):
|
||||
draw_rect(Rect2(20, 682 - i * 6, 20, 4), Color(0.53, 0.97, 0.49) if i < reactor else Color(0.08, 0.1, 0.11))
|
||||
draw_rect(Rect2(20, 682 - i * 6, 20, 4), Color(0.55, 0.61, 0.6), false)
|
||||
var systems: Dictionary = state.get("systems", {"shields": 2, "engines": 2, "medbay": 1, "oxygen": 1, "weapons": 3, "drones": 0})
|
||||
var system_order := ["shields", "engines", "medbay", "oxygen", "weapons", "drones"]
|
||||
for i in range(system_order.size()):
|
||||
var x := 62 + i * 43
|
||||
var system_name: String = system_order[i]
|
||||
_art("icons/s_%s_green1.png" % system_name, Vector2(x, 666))
|
||||
_art("systemUI/button_default_base.png", Vector2(x, 592))
|
||||
for cell in range(int(systems.get(system_name, 0))):
|
||||
draw_rect(Rect2(x + 12, 651 - cell * 9, 17, 7), Color(0.4, 0.94, 0.35))
|
||||
_art("box_weapons_bottom4.png", Vector2(341, 616))
|
||||
_art("box_weapons_bottom_label.png", Vector2(341, 680))
|
||||
_text("WEAPONS", Vector2(352, 705), 17, Color(0.07, 0.17, 0.17))
|
||||
var weapons: Array = state.get("weapons", [{"name": "Burst Laser II", "charge": 1.0}, {"name": "Artemis", "charge": 1.0}])
|
||||
for i in range(mini(4, weapons.size())):
|
||||
var x := 350 + i * 99
|
||||
draw_rect(Rect2(x, 624, 93, 46), Color(0.02, 0.08, 0.06, 0.88))
|
||||
draw_rect(Rect2(x, 624, 93, 46), Color(0.75, 0.87, 0.78), false)
|
||||
draw_rect(Rect2(x + 3, 628, 5, 37 * clampf(float(weapons[i].get("charge", 0)), 0, 1)), Color(0.38, 0.97, 0.38))
|
||||
_text(str(weapons[i].get("name", "Weapon")), Vector2(x + 12, 647), 11)
|
||||
_text(str(i + 1), Vector2(x + 12, 665), 13)
|
||||
_art("box_weapons_autofire_base.png", Vector2(663, 678))
|
||||
_text("AUTOFIRE", Vector2(676, 698), 12, Color(0.12, 0.2, 0.12))
|
||||
_art("box_subsystems4.png", Vector2(1080, 678))
|
||||
for i in range(3):
|
||||
_art("icons/s_%s_green1.png" % ["pilot", "sensors", "doors"][i], Vector2(1083 + i * 43, 646))
|
||||
_text("SUBSYSTEMS", Vector2(1089, 703), 15, Color(0.07, 0.17, 0.17))
|
||||
if bool(state.get("paused", false)):
|
||||
_art("Text_pause1.png", Vector2(536, 523))
|
||||
@@ -0,0 +1 @@
|
||||
uid://dcei0upg4ewds
|
||||
@@ -0,0 +1,111 @@
|
||||
extends Node3D
|
||||
|
||||
const HudCanvas = preload("res://scripts/hud_canvas.gd")
|
||||
var canvas: Control
|
||||
var viewport: SubViewport
|
||||
var timer := 0.0
|
||||
var frame_file := "hud_frame.png"
|
||||
var render_order := 0
|
||||
var source_rect := Rect2(0, 0, 1280, 720)
|
||||
var surface_size := Vector2(2.85, 1.603125)
|
||||
var quad: QuadMesh
|
||||
var mesh_instance: MeshInstance3D
|
||||
const SURFACE_SIZE := Vector2(2.85, 1.603125)
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
viewport = SubViewport.new()
|
||||
viewport.size = Vector2i(1280, 720)
|
||||
viewport.size_2d_override = Vector2i(1280, 720)
|
||||
viewport.size_2d_override_stretch = true
|
||||
viewport.transparent_bg = true
|
||||
viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
|
||||
add_child(viewport)
|
||||
canvas = HudCanvas.new()
|
||||
canvas.frame_file = frame_file
|
||||
canvas.source_rect = source_rect
|
||||
canvas.size = Vector2(1280, 720)
|
||||
canvas.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
|
||||
canvas.base_path = ProjectSettings.globalize_path("res://local_game_data") if OS.has_feature("editor") else OS.get_executable_path().get_base_dir().path_join("local_game_data")
|
||||
viewport.add_child(canvas)
|
||||
canvas.texture_changed.connect(_request_update)
|
||||
var mesh := MeshInstance3D.new()
|
||||
mesh_instance = mesh
|
||||
quad = QuadMesh.new()
|
||||
quad.size = surface_size
|
||||
mesh.mesh = quad
|
||||
var material := StandardMaterial3D.new()
|
||||
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
material.no_depth_test = true
|
||||
material.render_priority = render_order
|
||||
material.albedo_texture = viewport.get_texture()
|
||||
mesh.material_override = material
|
||||
add_child(mesh)
|
||||
|
||||
|
||||
func set_state(state: Dictionary) -> void:
|
||||
canvas.set_state(state)
|
||||
|
||||
|
||||
func set_render_order(value: int) -> void:
|
||||
render_order = value
|
||||
if mesh_instance != null:
|
||||
mesh_instance.material_override.render_priority = value
|
||||
|
||||
|
||||
func _request_update() -> void:
|
||||
# Tactical is reduced; the same stream carries the full-resolution jump
|
||||
# map, whose small labels must retain their native rendering resolution.
|
||||
var dimensions := Vector2i(1280, 720)
|
||||
if canvas.frame_file == "screen_frame.png" and canvas.frame_image != null:
|
||||
dimensions = canvas.frame_image.get_size()
|
||||
if viewport.size != dimensions:
|
||||
viewport.size = dimensions
|
||||
viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
|
||||
|
||||
|
||||
func ray_pixel(from: Vector3, direction: Vector3) -> Variant:
|
||||
if not is_visible_in_tree() or canvas.frame_image == null:
|
||||
return null
|
||||
var local_from := to_local(from)
|
||||
var local_end := to_local(from + direction)
|
||||
var local_direction := local_end - local_from
|
||||
if absf(local_direction.z) < 0.00001:
|
||||
return null
|
||||
var distance := -local_from.z / local_direction.z
|
||||
if distance <= 0.0:
|
||||
return null
|
||||
var point := local_from + distance * local_direction
|
||||
var uv := Vector2(point.x / surface_size.x + 0.5, 0.5 - point.y / surface_size.y)
|
||||
if uv.x < 0.0 or uv.x >= 1.0 or uv.y < 0.0 or uv.y >= 1.0:
|
||||
return null
|
||||
var native := source_rect.position + uv * source_rect.size
|
||||
var pixel := Vector2i(clampi(roundi(native.x), maxi(0, ceili(source_rect.position.x)), mini(1279, ceili(source_rect.end.x) - 1)), clampi(roundi(native.y), maxi(0, ceili(source_rect.position.y)), mini(719, ceili(source_rect.end.y) - 1)))
|
||||
if canvas.native_alpha_at(pixel) < 0.1:
|
||||
return null
|
||||
return pixel
|
||||
|
||||
|
||||
func pixel_world(pixel: Vector2i) -> Vector3:
|
||||
var uv := (Vector2(pixel) - source_rect.position) / source_rect.size
|
||||
return to_global(Vector3((uv.x - 0.5) * surface_size.x, (0.5 - uv.y) * surface_size.y, 0.01))
|
||||
|
||||
|
||||
func set_crop(rect: Rect2, dimensions: Vector2) -> void:
|
||||
if source_rect == rect and surface_size == dimensions:
|
||||
return
|
||||
source_rect = rect
|
||||
surface_size = dimensions
|
||||
quad.size = dimensions
|
||||
canvas.source_rect = rect
|
||||
canvas.request_redraw()
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if not is_visible_in_tree():
|
||||
return
|
||||
timer += delta
|
||||
if timer >= 1.0 / 60.0:
|
||||
timer = fmod(timer, 1.0 / 60.0)
|
||||
canvas.poll_original_frame()
|
||||
@@ -0,0 +1 @@
|
||||
uid://rs7vf2puuej1
|
||||
+1596
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1 @@
|
||||
uid://0j15khj8bggh
|
||||
@@ -0,0 +1,35 @@
|
||||
extends RefCounted
|
||||
|
||||
var position_deadband := 0.0015
|
||||
var angle_deadband := deg_to_rad(0.15)
|
||||
var time_constant := 0.075
|
||||
var fast_time_constant := 0.025
|
||||
var initialized := false
|
||||
var value := Transform3D.IDENTITY
|
||||
|
||||
|
||||
func reset() -> void:
|
||||
initialized = false
|
||||
|
||||
|
||||
func update(target: Transform3D, delta: float) -> Transform3D:
|
||||
var rotation := target.basis.orthonormalized().get_rotation_quaternion()
|
||||
if not initialized:
|
||||
value = target
|
||||
initialized = true
|
||||
return value
|
||||
var current := value.basis.orthonormalized().get_rotation_quaternion()
|
||||
var distance := value.origin.distance_to(target.origin)
|
||||
var angle := current.angle_to(rotation)
|
||||
# Reacquired tracking and explicit recentering must not leave a long trail.
|
||||
if distance > 0.35 or angle > deg_to_rad(70.0):
|
||||
value = target
|
||||
return value
|
||||
var moving := distance > 0.025 or angle > deg_to_rad(8.0)
|
||||
var alpha := 1.0 - exp(-maxf(delta, 0.0) / (fast_time_constant if moving else time_constant))
|
||||
if distance > position_deadband:
|
||||
value.origin = value.origin.lerp(target.origin, alpha)
|
||||
if angle > angle_deadband:
|
||||
current = current.slerp(rotation, alpha)
|
||||
value.basis = Basis(current).scaled(target.basis.get_scale())
|
||||
return value
|
||||
@@ -0,0 +1,144 @@
|
||||
extends Node3D
|
||||
|
||||
# One rendered surface, with geometric key picking. Text remains authoritative
|
||||
# in FTL; the keyboard only forwards scoped native text events.
|
||||
const SIZE := Vector2(0.86, 0.39)
|
||||
const PIXELS := Vector2(1000, 454)
|
||||
const UI = preload("res://scripts/ftl_ui_theme.gd")
|
||||
var entry: Dictionary = {}
|
||||
var upper := true
|
||||
var keys: Array = []
|
||||
var viewport: SubViewport
|
||||
var canvas: Control
|
||||
var title: Label
|
||||
var value_label: Label
|
||||
var hint: Label
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
viewport = SubViewport.new()
|
||||
viewport.size = Vector2i(PIXELS)
|
||||
viewport.transparent_bg = true
|
||||
viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
|
||||
add_child(viewport)
|
||||
canvas = Control.new()
|
||||
canvas.size = PIXELS
|
||||
canvas.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
|
||||
viewport.add_child(canvas)
|
||||
var background := ColorRect.new()
|
||||
background.size = PIXELS
|
||||
background.color = UI.DARK
|
||||
canvas.add_child(background)
|
||||
title = _label(Vector2(20, 5), 29, "RENAME")
|
||||
title.add_theme_font_override("font",UI.ASSETS.font("header"))
|
||||
value_label = _label(Vector2(20, 44), 38, "")
|
||||
hint = _label(Vector2(20, 417), 28, "Right trigger: type B: cancel Native name length applies")
|
||||
var rows := ["1234567890", "QWERTYUIOP", "ASDFGHJKL", "ZXCVBNM-_"]
|
||||
for row in range(rows.size()):
|
||||
var line: String = rows[row]
|
||||
var left := (PIXELS.x - line.length() * 94.0) * 0.5
|
||||
for column in range(line.length()):
|
||||
_key(Rect2(left + column * 94.0, 100 + row * 61, 88, 55), line[column], "insert", line[column])
|
||||
_key(Rect2(30, 350, 100, 58), "SHIFT", "shift", "")
|
||||
_key(Rect2(140, 350, 230, 58), "SPACE", "insert", " ")
|
||||
_key(Rect2(380, 350, 100, 58), "CLEAR", "clear", "")
|
||||
_key(Rect2(490, 350, 140, 58), "BACK", "backspace", "")
|
||||
_key(Rect2(640, 350, 150, 58), "CANCEL", "cancel", "")
|
||||
_key(Rect2(800, 350, 170, 58), "DONE", "confirm", "")
|
||||
var mesh := MeshInstance3D.new()
|
||||
var quad := QuadMesh.new()
|
||||
quad.size = SIZE
|
||||
mesh.mesh = quad
|
||||
var material := StandardMaterial3D.new()
|
||||
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
material.no_depth_test = true
|
||||
material.render_priority = 124
|
||||
material.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
|
||||
material.albedo_texture = viewport.get_texture()
|
||||
mesh.material_override = material
|
||||
add_child(mesh)
|
||||
visible = false
|
||||
|
||||
|
||||
func _label(point: Vector2, font_size: int, text: String) -> Label:
|
||||
var label := Label.new()
|
||||
label.position = point
|
||||
label.add_theme_font_override("font",UI.ASSETS.font("body"))
|
||||
label.add_theme_font_size_override("font_size", font_size)
|
||||
label.add_theme_color_override("font_color",UI.INK)
|
||||
label.text = text
|
||||
canvas.add_child(label)
|
||||
return label
|
||||
|
||||
|
||||
func _key(rect: Rect2, text: String, op: String, character: String) -> void:
|
||||
var plate := Panel.new()
|
||||
plate.position = rect.position
|
||||
plate.size = rect.size
|
||||
var style := StyleBoxFlat.new()
|
||||
style.bg_color = UI.PANEL if op != "confirm" else UI.SELECTED
|
||||
style.border_color = UI.EDGE if op != "confirm" else UI.GREEN
|
||||
style.set_border_width_all(1)
|
||||
plate.add_theme_stylebox_override("panel",style)
|
||||
canvas.add_child(plate)
|
||||
var label := _label(rect.position + Vector2(0,4),32,text)
|
||||
label.size = rect.size - Vector2(0, 6)
|
||||
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
keys.append({"rect": rect, "op": op, "text": character, "label": label})
|
||||
|
||||
|
||||
func set_entry(value: Dictionary) -> void:
|
||||
if value == entry:
|
||||
return
|
||||
var first := str(value.get("id", "")) != str(entry.get("id", ""))
|
||||
entry = value.duplicate(true)
|
||||
visible = bool(entry.get("active", false))
|
||||
if first:
|
||||
upper = true
|
||||
_update_case()
|
||||
title.text = "RENAME %s" % str(entry.get("kind", "NAME")).to_upper()
|
||||
var text := str(entry.get("text", ""))
|
||||
var cursor := clampi(int(entry.get("cursor", text.length())), 0, text.length())
|
||||
value_label.text = text.substr(0, cursor) + "|" + text.substr(cursor)
|
||||
viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
|
||||
|
||||
|
||||
func _update_case() -> void:
|
||||
for key in keys:
|
||||
if key.op == "insert" and key.text != " ":
|
||||
key.label.text = str(key.text).to_upper() if upper else str(key.text).to_lower()
|
||||
viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
|
||||
|
||||
|
||||
func ray_hit(from: Vector3, direction: Vector3) -> Dictionary:
|
||||
if not is_visible_in_tree():
|
||||
return {}
|
||||
var start := to_local(from)
|
||||
var ray := to_local(from + direction) - start
|
||||
if absf(ray.z) < 0.00001:
|
||||
return {}
|
||||
var distance := -start.z / ray.z
|
||||
if distance <= 0:
|
||||
return {}
|
||||
var local_point := start + ray * distance
|
||||
var pixel := Vector2(local_point.x / SIZE.x + 0.5, 0.5 - local_point.y / SIZE.y) * PIXELS
|
||||
if not Rect2(Vector2.ZERO, PIXELS).has_point(pixel):
|
||||
return {}
|
||||
var hit := {"position": to_global(local_point), "op": ""}
|
||||
for key in keys:
|
||||
if key.rect.has_point(pixel):
|
||||
hit.op = key.op
|
||||
hit.text = str(key.text).to_upper() if upper else str(key.text).to_lower()
|
||||
break
|
||||
return hit
|
||||
|
||||
|
||||
func activate(hit: Dictionary) -> Dictionary:
|
||||
if hit.get("op", "") == "shift":
|
||||
upper = not upper
|
||||
_update_case()
|
||||
return {}
|
||||
if hit.get("op", "") == "":
|
||||
return {}
|
||||
return {"entry_id": entry.get("id", ""), "op": hit.op, "text": hit.get("text", "")}
|
||||
@@ -0,0 +1,103 @@
|
||||
extends Node3D
|
||||
|
||||
const Voxels = preload("res://scripts/voxel_mesh.gd")
|
||||
const MAX_HAZARDS := 128
|
||||
static var shared_visuals: Dictionary = {}
|
||||
var flame_outer: MultiMeshInstance3D
|
||||
var flame_inner: MultiMeshInstance3D
|
||||
var breaches: MultiMeshInstance3D
|
||||
var air_streams: MultiMeshInstance3D
|
||||
var fire_points: Array[Vector3] = []
|
||||
var breach_points: Array[Vector3] = []
|
||||
var animation_time := 0.0
|
||||
var native_signature := ""
|
||||
|
||||
|
||||
func build() -> void:
|
||||
# Shared meshes and materials: no particles, lights, or per-frame mesh rebuilds.
|
||||
flame_outer = _batch("FireOuter", [
|
||||
Voxels.block(Vector3(0, 0.016, 0), Vector3(0.074, 0.032, 0.061), Color("df4225")),
|
||||
Voxels.block(Vector3(0.010, 0.049, 0.005), Vector3(0.051, 0.035, 0.043), Color("ff842f")),
|
||||
Voxels.block(Vector3(-0.008, 0.079, 0), Vector3(0.024, 0.027, 0.026), Color("ffb64a")),
|
||||
Voxels.block(Vector3(0.020, 0.098, 0.004), Vector3(0.015, 0.020, 0.013), Color("ffd978"))], true)
|
||||
flame_inner = _batch("FireInner", [
|
||||
Voxels.block(Vector3(0, 0.019, 0), Vector3(0.038, 0.037, 0.039), Color("ffde80")),
|
||||
Voxels.block(Vector3(-0.004, 0.045, 0), Vector3(0.019, 0.028, 0.022), Color("fff1b3"))], true)
|
||||
var breach_blocks := [Voxels.block(Vector3(0, 0.0, 0), Vector3(0.085, 0.003, 0.085), Color("090f17"))]
|
||||
for i in range(8):
|
||||
var angle := i * TAU / 8.0
|
||||
var radius := 0.046 if i % 2 == 0 else 0.049
|
||||
breach_blocks.append(Voxels.block(Vector3(cos(angle) * radius, 0.003, sin(angle) * radius),
|
||||
Vector3(0.025, 0.011, 0.021), Color("9a8b77") if i % 2 == 0 else Color("566772")))
|
||||
breaches = _batch("HullBreaches", breach_blocks, false)
|
||||
air_streams = _batch("BreachAir", [
|
||||
Voxels.block(Vector3(-0.018, 0.029, 0), Vector3(0.004, 0.040, 0.004), Color("6c9caa")),
|
||||
Voxels.block(Vector3(0.008, 0.044, -0.010), Vector3(0.004, 0.035, 0.004), Color("9ac4cc")),
|
||||
Voxels.block(Vector3(0.016, 0.063, 0.014), Vector3(0.004, 0.029, 0.004), Color("6c9caa"))], true)
|
||||
|
||||
|
||||
func _batch(node_name: String, blocks: Array, emissive: bool) -> MultiMeshInstance3D:
|
||||
if not shared_visuals.has(node_name):
|
||||
var source: MeshInstance3D = Voxels.make(blocks)
|
||||
var material: StandardMaterial3D = source.material_override
|
||||
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
material.emission_enabled = emissive
|
||||
material.emission = Color("ffab60") if node_name.begins_with("Fire") else Color("527a8b")
|
||||
material.emission_energy_multiplier = 0.22
|
||||
shared_visuals[node_name] = {"mesh": source.mesh, "material": material}
|
||||
source.free()
|
||||
var batch := MultiMeshInstance3D.new()
|
||||
batch.name = node_name
|
||||
batch.multimesh = MultiMesh.new()
|
||||
batch.multimesh.transform_format = MultiMesh.TRANSFORM_3D
|
||||
batch.multimesh.mesh = shared_visuals[node_name].mesh
|
||||
batch.material_override = shared_visuals[node_name].material
|
||||
batch.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
add_child(batch)
|
||||
return batch
|
||||
|
||||
|
||||
func set_live(ship: Node3D, data: Dictionary) -> void:
|
||||
var fires: Array[Vector3] = []
|
||||
var holes: Array[Vector3] = []
|
||||
for room in data.get("rooms", []):
|
||||
if bool(ship.enemy) and (not bool(ship.inspect_rooms) or not bool(room.get("visible", false))):
|
||||
continue
|
||||
for point in room.get("fire_tiles", []):
|
||||
if fires.size() < MAX_HAZARDS:
|
||||
fires.append(ship.pixel_point(point, 0.082))
|
||||
for point in room.get("breach_tiles", []):
|
||||
if holes.size() < MAX_HAZARDS:
|
||||
holes.append(ship.pixel_point(point, 0.082))
|
||||
var signature := str(fires) + ":" + str(holes)
|
||||
if signature == native_signature:
|
||||
return
|
||||
native_signature = signature
|
||||
fire_points = fires
|
||||
breach_points = holes
|
||||
flame_outer.multimesh.instance_count = fires.size()
|
||||
flame_inner.multimesh.instance_count = fires.size()
|
||||
breaches.multimesh.instance_count = holes.size()
|
||||
air_streams.multimesh.instance_count = holes.size()
|
||||
for i in range(holes.size()):
|
||||
breaches.multimesh.set_instance_transform(i, Transform3D(Basis().rotated(Vector3.UP, (i % 4) * PI / 2.0), holes[i]))
|
||||
_render_animation()
|
||||
|
||||
|
||||
func animate(delta: float) -> void:
|
||||
if fire_points.is_empty() and breach_points.is_empty():
|
||||
return
|
||||
animation_time += delta
|
||||
_render_animation()
|
||||
|
||||
|
||||
func _render_animation() -> void:
|
||||
for i in range(fire_points.size()):
|
||||
var phase := animation_time * 8.5 + i * 2.7
|
||||
var outer := Basis().rotated(Vector3.UP, (i % 4) * PI / 2.0)
|
||||
outer = Basis(outer.x * (0.92 + sin(phase) * 0.07), outer.y * (0.87 + sin(phase + 0.8) * 0.16), outer.z)
|
||||
flame_outer.multimesh.set_instance_transform(i, Transform3D(outer, fire_points[i]))
|
||||
flame_inner.multimesh.set_instance_transform(i, Transform3D(Basis().scaled(Vector3(1.0, 0.88 + sin(phase + 1.7) * 0.18, 1.0)), fire_points[i]))
|
||||
for i in range(breach_points.size()):
|
||||
var phase := fposmod(animation_time * 0.7 + i * 0.19, 1.0)
|
||||
air_streams.multimesh.set_instance_transform(i, Transform3D(Basis().scaled(Vector3(1.0, 0.6 + phase * 0.6, 1.0)), breach_points[i] + Vector3.UP * phase * 0.025))
|
||||
@@ -0,0 +1,15 @@
|
||||
shader_type spatial;
|
||||
render_mode unshaded, blend_mix, cull_back, depth_draw_never;
|
||||
|
||||
uniform vec4 shield_color : source_color = vec4(0.18, 0.58, 1.0, 1.0);
|
||||
uniform float strength = 0.5;
|
||||
uniform float hit_flash = 0.0;
|
||||
|
||||
void fragment() {
|
||||
float edge = pow(1.0 - abs(dot(normalize(NORMAL), normalize(VIEW))), 2.4);
|
||||
vec2 grid = abs(fract(UV * vec2(40.0, 22.0)) - 0.5);
|
||||
float line = smoothstep(0.45, 0.49, max(grid.x, grid.y));
|
||||
ALBEDO = shield_color.rgb;
|
||||
EMISSION = shield_color.rgb * (0.5 + hit_flash * 2.0);
|
||||
ALPHA = (0.025 + edge * 0.3 + line * 0.035) * strength + hit_flash * 0.2;
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://bnlk3ceim4cxm
|
||||
@@ -0,0 +1,803 @@
|
||||
extends Node3D
|
||||
|
||||
const TILE := 0.18
|
||||
const CrewModel = preload("res://scripts/voxel_crew.gd")
|
||||
const WeaponModel = preload("res://scripts/voxel_weapon.gd")
|
||||
const DroneModel = preload("res://scripts/voxel_drone.gd")
|
||||
const Voxels = preload("res://scripts/voxel_mesh.gd")
|
||||
const RoomHazards = preload("res://scripts/room_hazards.gd")
|
||||
const UiAssets = preload("res://scripts/ftl_ui_assets.gd")
|
||||
static var system_icon_textures: Dictionary = {}
|
||||
static var door_leaf_meshes: Dictionary = {}
|
||||
var ship_name := ""
|
||||
var enemy := false
|
||||
var layout_data: Dictionary = {}
|
||||
var layout_center := Vector2.ZERO
|
||||
var room_points: Dictionary = {}
|
||||
var mount_points: Array[Vector3] = []
|
||||
var shield_shell: MeshInstance3D
|
||||
var shield_radii := Vector3(1.8, 0.48, 1.1)
|
||||
var shield_center := Vector3.ZERO
|
||||
var shield_charge := 2
|
||||
var shield_flash := 0.0
|
||||
var simulation_paused := false
|
||||
var crew_nodes: Dictionary = {}
|
||||
var room_nodes: Dictionary = {}
|
||||
var room_bounds: Dictionary = {}
|
||||
var room_visibility: Dictionary = {}
|
||||
var weapon_nodes: Array[Node3D] = []
|
||||
var door_nodes: Dictionary = {}
|
||||
var drone_nodes: Dictionary = {}
|
||||
var drop_target_room := -1
|
||||
var hull_voxel_count := 0
|
||||
var shield_fit_points := PackedVector3Array()
|
||||
var shield_fit_padding := 1.0
|
||||
var live_data: Dictionary = {}
|
||||
var inspect_rooms := false
|
||||
var demo_crew_marker: Area3D
|
||||
var native_shield_geometry: Dictionary = {}
|
||||
var shield_state_cache := Vector2i(-1, -1)
|
||||
var room_hazards: Node3D
|
||||
var viewer_position := Vector3.ZERO
|
||||
var viewer_position_valid := false
|
||||
|
||||
|
||||
func build(name: String, is_enemy: bool) -> void:
|
||||
for child in get_children():
|
||||
remove_child(child)
|
||||
child.queue_free()
|
||||
room_points.clear()
|
||||
mount_points.clear()
|
||||
room_nodes.clear()
|
||||
room_bounds.clear()
|
||||
room_visibility.clear()
|
||||
crew_nodes.clear()
|
||||
weapon_nodes.clear()
|
||||
door_nodes.clear()
|
||||
drone_nodes.clear()
|
||||
drop_target_room = -1
|
||||
hull_voxel_count = 0
|
||||
shield_fit_points.clear()
|
||||
shield_fit_padding = 1.0
|
||||
demo_crew_marker = null
|
||||
native_shield_geometry.clear()
|
||||
shield_state_cache = Vector2i(-1, -1)
|
||||
ship_name = name
|
||||
enemy = is_enemy
|
||||
var path := _data_path("%s.json" % name)
|
||||
var layout: Dictionary = {}
|
||||
if FileAccess.file_exists(path):
|
||||
var parsed: Variant = JSON.parse_string(FileAccess.get_file_as_string(path))
|
||||
if parsed is Dictionary:
|
||||
layout = parsed
|
||||
if layout.is_empty():
|
||||
layout = _placeholder_layout()
|
||||
var rooms: Array = layout.get("rooms", [])
|
||||
var min_x := 10000.0
|
||||
var min_y := 10000.0
|
||||
var max_x := -10000.0
|
||||
var max_y := -10000.0
|
||||
for room in rooms:
|
||||
min_x = minf(min_x, float(room["x"]))
|
||||
min_y = minf(min_y, float(room["y"]))
|
||||
max_x = maxf(max_x, float(room["x"] + room["w"]))
|
||||
max_y = maxf(max_y, float(room["y"] + room["h"]))
|
||||
var center := Vector2((min_x + max_x) / 2.0, (min_y + max_y) / 2.0)
|
||||
layout_data = layout
|
||||
layout_center = center
|
||||
_make_hull(layout, center)
|
||||
for room in rooms:
|
||||
_make_room(room, center, str(layout.get("systems", {}).get(str(int(room["id"])), "")))
|
||||
if not enemy:
|
||||
_make_crew(rooms, center)
|
||||
_make_weapon_mounts(layout, center)
|
||||
_make_shield(layout)
|
||||
room_hazards = RoomHazards.new()
|
||||
room_hazards.name = "RoomHazards"
|
||||
room_hazards.build()
|
||||
add_child(room_hazards)
|
||||
|
||||
|
||||
func _placeholder_layout() -> Dictionary:
|
||||
var rooms: Array = []
|
||||
for x in range(3):
|
||||
for y in range(2):
|
||||
rooms.append({"id": x * 2 + y, "x": x * 2, "y": y * 2, "w": 2, "h": 2})
|
||||
return {"rooms": rooms}
|
||||
|
||||
|
||||
func _make_hull(layout: Dictionary, center: Vector2) -> void:
|
||||
var rect: Dictionary = layout.get("image_rect", {})
|
||||
var texture_path := _data_path("%s.png" % ship_name)
|
||||
if rect.is_empty() or not FileAccess.file_exists(texture_path):
|
||||
var block := MeshInstance3D.new()
|
||||
block.mesh = BoxMesh.new()
|
||||
block.scale = Vector3(1.8, 0.07, 1.15)
|
||||
block.material_override = _material(Color(0.28, 0.32, 0.43) if enemy else Color(0.28, 0.36, 0.52))
|
||||
add_child(block)
|
||||
return
|
||||
var image := Image.load_from_file(texture_path)
|
||||
if image == null:
|
||||
return
|
||||
_make_hull_depth(image, rect, center)
|
||||
var quad := QuadMesh.new()
|
||||
quad.size = Vector2(float(rect["w"]) / 35.0 * TILE, float(rect["h"]) / 35.0 * TILE)
|
||||
var mesh := MeshInstance3D.new()
|
||||
mesh.mesh = quad
|
||||
mesh.position = Vector3((float(rect["x"]) / 35.0 + float(rect["w"]) / 70.0 - center.x) * TILE,
|
||||
0.005, (float(rect["y"]) / 35.0 + float(rect["h"]) / 70.0 - center.y) * TILE)
|
||||
mesh.rotation_degrees.x = -90.0
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.albedo_texture = ImageTexture.create_from_image(image)
|
||||
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
mat.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
|
||||
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
|
||||
mesh.material_override = mat
|
||||
add_child(mesh)
|
||||
|
||||
|
||||
func _make_hull_depth(image: Image, rect: Dictionary, center: Vector2) -> void:
|
||||
# Extrude the owned silhouette in colored, stepped armor. A MultiMesh keeps
|
||||
# thousands of hull blocks to one draw call per ship, with no external model.
|
||||
var step := 7
|
||||
# Map the extrusion through the same native image rectangle as the deck.
|
||||
# This also handles archives whose only available sprite is a cropped image.
|
||||
var image_scale := Vector2(float(rect["w"]) / image.get_width(), float(rect["h"]) / image.get_height())
|
||||
var opaque_cells: Array = []
|
||||
for py in range(0, image.get_height(), step):
|
||||
for px in range(0, image.get_width(), step):
|
||||
var cell_size := Vector2(mini(step, image.get_width() - px), mini(step, image.get_height() - py))
|
||||
var sample_x := mini(px + step / 2, image.get_width() - 1)
|
||||
var sample_y := mini(py + step / 2, image.get_height() - 1)
|
||||
var color := image.get_pixel(sample_x, sample_y)
|
||||
if color.a < 0.35:
|
||||
continue
|
||||
var edge := false
|
||||
for offset in [Vector2i(-step * 2, 0), Vector2i(step * 2, 0), Vector2i(0, -step * 2), Vector2i(0, step * 2)]:
|
||||
var sx: int = sample_x + offset.x
|
||||
var sy: int = sample_y + offset.y
|
||||
if sx < 0 or sy < 0 or sx >= image.get_width() or sy >= image.get_height() or image.get_pixel(sx, sy).a < 0.35:
|
||||
edge = true
|
||||
var height := 0.19 if edge else 0.32
|
||||
# Bright armor plates become a separate lower keel tier; the textured
|
||||
# deck remains above it and room floors retain their original layout.
|
||||
height += 0.035 if color.get_luminance() > 0.55 and not edge else 0.0
|
||||
var native_cell := cell_size * image_scale
|
||||
var point := Vector3((float(rect["x"]) + (px + cell_size.x * 0.5) * image_scale.x) / 35.0 * TILE - center.x * TILE,
|
||||
-height * 0.5 - 0.005, (float(rect["y"]) + (py + cell_size.y * 0.5) * image_scale.y) / 35.0 * TILE - center.y * TILE)
|
||||
var half_size := native_cell / 35.0 * TILE * 0.5
|
||||
for x_sign in [-1.0, 1.0]:
|
||||
for y_sign in [-1.0, 1.0]:
|
||||
for z_sign in [-1.0, 1.0]:
|
||||
shield_fit_points.append(point + Vector3(x_sign * half_size.x, y_sign * height * 0.5, z_sign * half_size.y))
|
||||
color = color.darkened(0.27)
|
||||
color.a = 1.0
|
||||
opaque_cells.append([point, height, color, native_cell / 35.0 * TILE])
|
||||
var block := BoxMesh.new()
|
||||
block.size = Vector3.ONE
|
||||
var multi := MultiMesh.new()
|
||||
multi.transform_format = MultiMesh.TRANSFORM_3D
|
||||
multi.use_colors = true
|
||||
multi.mesh = block
|
||||
multi.instance_count = opaque_cells.size()
|
||||
for i in range(opaque_cells.size()):
|
||||
multi.set_instance_transform(i, Transform3D(Basis().scaled(Vector3(opaque_cells[i][3].x, opaque_cells[i][1], opaque_cells[i][3].y)), opaque_cells[i][0]))
|
||||
multi.set_instance_color(i, opaque_cells[i][2])
|
||||
var hull := MultiMeshInstance3D.new()
|
||||
hull.name = "ExtrudedHull"
|
||||
hull.multimesh = multi
|
||||
var material := _material(Color.WHITE)
|
||||
material.vertex_color_use_as_albedo = true
|
||||
material.roughness = 0.82
|
||||
hull.material_override = material
|
||||
hull_voxel_count = opaque_cells.size()
|
||||
add_child(hull)
|
||||
|
||||
|
||||
func _make_room(room: Dictionary, center: Vector2, system_name: String) -> void:
|
||||
var width := float(room["w"]) * TILE
|
||||
var depth := float(room["h"]) * TILE
|
||||
var location := Vector3((float(room["x"]) + float(room["w"]) / 2.0 - center.x) * TILE,
|
||||
0.065, (float(room["y"]) + float(room["h"]) / 2.0 - center.y) * TILE)
|
||||
room_points[int(room["id"])] = location + Vector3(0.0, 0.12, 0.0)
|
||||
var area := Area3D.new()
|
||||
area.set_meta("kind", "room")
|
||||
area.set_meta("ship", "enemy" if enemy else "player")
|
||||
area.set_meta("room_id", int(room["id"]))
|
||||
area.position = location
|
||||
add_child(area)
|
||||
room_nodes[int(room["id"])] = area
|
||||
room_bounds[int(room["id"])] = Rect2(Vector2(location.x - width * 0.5, location.z - depth * 0.5), Vector2(width, depth))
|
||||
for x_sign in [-1.0, 1.0]:
|
||||
for z_sign in [-1.0, 1.0]:
|
||||
shield_fit_points.append(location + Vector3(x_sign * width * 0.5, 0.125, z_sign * depth * 0.5))
|
||||
var shape := CollisionShape3D.new()
|
||||
var box := BoxShape3D.new()
|
||||
box.size = Vector3(width * 0.97, 0.025, depth * 0.97)
|
||||
shape.shape = box
|
||||
area.add_child(shape)
|
||||
var floor := MeshInstance3D.new()
|
||||
floor.name = "Floor"
|
||||
var floor_mesh := BoxMesh.new()
|
||||
floor_mesh.size = Vector3(width * 0.97, 0.025, depth * 0.97)
|
||||
floor.mesh = floor_mesh
|
||||
floor.material_override = _material(Color(0.31, 0.35, 0.45) if enemy else Color(0.73, 0.74, 0.69))
|
||||
area.add_child(floor)
|
||||
_make_room_walls(room, area)
|
||||
_set_room_role(area, system_name)
|
||||
|
||||
|
||||
func _make_room_walls(room: Dictionary, area: Area3D) -> void:
|
||||
var blocks: Array = []
|
||||
var color := Color("573b32") if enemy else Color("344450")
|
||||
for side in range(4):
|
||||
var horizontal := side < 2
|
||||
var count := int(room["w"] if horizontal else room["h"])
|
||||
for tile in range(count):
|
||||
var grid_x := int(room["x"]) + tile if horizontal else int(room["x"]) + (int(room["w"]) if side == 3 else 0)
|
||||
var grid_y := int(room["y"]) + (int(room["h"]) if side == 1 else 0) if horizontal else int(room["y"]) + tile
|
||||
var doorway := false
|
||||
for door in layout_data.get("doors", []):
|
||||
if int(door["x"]) == grid_x and int(door["y"]) == grid_y and bool(door["vertical"]) != horizontal:
|
||||
doorway = true
|
||||
var point := Vector3((grid_x + (0.5 if horizontal else 0.0) - layout_center.x) * TILE,
|
||||
0.065, (grid_y + (0.0 if horizontal else 0.5) - layout_center.y) * TILE) - area.position
|
||||
point.y = 0.063
|
||||
if doorway:
|
||||
for offset in [-1.0, 1.0]:
|
||||
var jamb := point + (Vector3(offset * 0.077, 0, 0) if horizontal else Vector3(0, 0, offset * 0.077))
|
||||
blocks.append(Voxels.block(jamb, Vector3(0.025, 0.10, 0.014) if horizontal else Vector3(0.014, 0.10, 0.025), color))
|
||||
else:
|
||||
blocks.append(Voxels.block(point, Vector3(TILE, 0.10, 0.014) if horizontal else Vector3(0.014, 0.10, TILE), color))
|
||||
blocks.append(Voxels.block(point + Vector3(0, 0.054, 0), Vector3(TILE, 0.01, 0.021) if horizontal else Vector3(0.021, 0.01, TILE), color.lightened(0.15)))
|
||||
var walls := Voxels.make(blocks)
|
||||
walls.name = "Walls"
|
||||
area.add_child(walls)
|
||||
|
||||
|
||||
func _set_room_role(area: Area3D, role: String) -> void:
|
||||
if area.get_meta("system_role", "__unset") == role:
|
||||
return
|
||||
area.set_meta("system_role", role)
|
||||
for node_name in ["SystemIcon", "SystemRole"]:
|
||||
var old := area.get_node_or_null(node_name)
|
||||
if old != null:
|
||||
area.remove_child(old)
|
||||
old.queue_free()
|
||||
if role.is_empty():
|
||||
return
|
||||
var path := _data_path("ui/img/icons/s_%s.png" % role)
|
||||
if FileAccess.file_exists(path):
|
||||
if not system_icon_textures.has(path):
|
||||
var image := Image.load_from_file(path)
|
||||
if image != null:
|
||||
system_icon_textures[path] = ImageTexture.create_from_image(image)
|
||||
if system_icon_textures.has(path):
|
||||
var icon := MeshInstance3D.new()
|
||||
icon.name = "SystemIcon"
|
||||
var quad := QuadMesh.new()
|
||||
quad.size = Vector2(0.12, 0.12)
|
||||
icon.mesh = quad
|
||||
icon.rotation.x = -PI / 2.0
|
||||
icon.position.y = 0.022
|
||||
var material := StandardMaterial3D.new()
|
||||
material.albedo_texture = system_icon_textures[path]
|
||||
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
material.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
|
||||
material.cull_mode = BaseMaterial3D.CULL_DISABLED
|
||||
material.albedo_color = Color("fff2c4") if enemy else Color("223844")
|
||||
icon.material_override = material
|
||||
area.add_child(icon)
|
||||
var label := Label3D.new()
|
||||
label.name = "SystemRole"
|
||||
label.font = UiAssets.font("body")
|
||||
label.outline_size = 0
|
||||
var names := {"pilot": "PILOT", "weapons": "WEAPONS", "shields": "SHIELDS", "engines": "ENGINES",
|
||||
"oxygen": "OXYGEN", "medbay": "MEDBAY", "doors": "DOORS", "sensors": "SENSORS", "drones": "DRONES",
|
||||
"teleporter": "TELEPORT", "cloaking": "CLOAK", "artillery": "ARTILLERY", "battery": "BATTERY",
|
||||
"clonebay": "CLONE BAY", "mind": "MIND", "hacking": "HACKING"}
|
||||
label.text = str(names.get(role, role.to_upper()))
|
||||
label.font_size = 32
|
||||
label.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
|
||||
label.pixel_size = 0.00075
|
||||
label.modulate = Color("fff2c4") if enemy else Color("223844")
|
||||
label.position = Vector3(0, 0.023, 0.09)
|
||||
label.rotation.x = -PI / 2.0
|
||||
area.add_child(label)
|
||||
|
||||
|
||||
func set_drop_target(room_id: int = -1) -> void:
|
||||
if drop_target_room == room_id:
|
||||
return
|
||||
drop_target_room = room_id
|
||||
for id in room_nodes:
|
||||
var floor: MeshInstance3D = room_nodes[id].get_node("Floor")
|
||||
floor.material_override.albedo_color = Color(0.35, 0.95, 0.71) if id == room_id else floor.get_meta("normal_tint", Color(0.65, 0.7, 0.73))
|
||||
|
||||
|
||||
func room_ray_hit(from: Vector3, direction: Vector3, margin_m: float = 0.0) -> Dictionary:
|
||||
# Test the floor the player sees, rather than the taller crew/door colliders.
|
||||
# The ray parameter remains a WORLD distance through scaled ship transforms.
|
||||
if not is_visible_in_tree() or direction.length_squared() < 0.000001:
|
||||
return {}
|
||||
var normalized := direction.normalized()
|
||||
var local_from := to_local(from)
|
||||
var local_direction := global_basis.inverse() * normalized
|
||||
if absf(local_direction.y) < 0.000001:
|
||||
return {}
|
||||
var distance := (0.0775 - local_from.y) / local_direction.y
|
||||
if distance < 0.0 or distance > 20.0:
|
||||
return {}
|
||||
var point := local_from + local_direction * distance
|
||||
var floor_point := Vector2(point.x, point.z)
|
||||
var best_id := -1
|
||||
var best_edge_distance := INF
|
||||
for id in room_bounds:
|
||||
var rect: Rect2 = room_bounds[id]
|
||||
if rect.has_point(floor_point):
|
||||
best_id = id
|
||||
best_edge_distance = 0.0
|
||||
break
|
||||
if margin_m <= 0.0:
|
||||
continue
|
||||
var closest := floor_point.clamp(rect.position, rect.end)
|
||||
var closest_world := to_global(Vector3(closest.x, 0.0775, closest.y))
|
||||
var edge_distance := closest_world.distance_to(to_global(point))
|
||||
if edge_distance <= margin_m and edge_distance < best_edge_distance:
|
||||
best_id = id
|
||||
best_edge_distance = edge_distance
|
||||
if best_id < 0:
|
||||
return {}
|
||||
var selected_rect: Rect2 = room_bounds[best_id]
|
||||
# Keep rounded native mouse coordinates one pixel inside the chosen room.
|
||||
var native_pixel_padding := Vector2.ONE * TILE / 35.0
|
||||
var command_point := floor_point.clamp(selected_rect.position + native_pixel_padding, selected_rect.end - native_pixel_padding)
|
||||
return {"collider": room_nodes[best_id], "position": to_global(point), "distance": distance,
|
||||
"room_id": best_id, "ship": "enemy" if enemy else "player", "edge_margin": best_edge_distance > 0.0,
|
||||
"edge_distance": best_edge_distance, "room_position": to_global(Vector3(command_point.x, point.y, command_point.y)),
|
||||
"pixel": {"x": (command_point.x / TILE + layout_center.x + float(layout_data.get("x_offset", 0))) * 35.0,
|
||||
"y": (command_point.y / TILE + layout_center.y + float(layout_data.get("y_offset", 0))) * 35.0}}
|
||||
|
||||
|
||||
func _apply_doors(doors: Array) -> void:
|
||||
var present: Dictionary = {}
|
||||
for data in doors:
|
||||
var id := str(data["id"])
|
||||
present[id] = true
|
||||
if not door_nodes.has(id):
|
||||
var area := Area3D.new()
|
||||
area.set_meta("kind", "door")
|
||||
area.set_meta("door_id", data["id"])
|
||||
area.set_meta("ship", "enemy" if enemy else "player")
|
||||
var collider := CollisionShape3D.new()
|
||||
var shape := BoxShape3D.new()
|
||||
shape.size = Vector3(0.15, 0.15, 0.04)
|
||||
collider.shape = shape
|
||||
area.add_child(collider)
|
||||
add_child(area)
|
||||
door_nodes[id] = area
|
||||
var door: Area3D = door_nodes[id]
|
||||
# iBlast reports the actual native blast-door strength, including crew
|
||||
# bonuses. Old snapshots can fall back to the installed doors level.
|
||||
var tier := clampi(int(data.get("blast", maxi(0, int(data.get("level", live_data.get("door_level", 1))) - 1))), 0, 3)
|
||||
if door.get_meta("blast_tier", -1) != tier:
|
||||
door.set_meta("blast_tier", tier)
|
||||
door.remove_meta("tint")
|
||||
for side in [-1.0, 1.0]:
|
||||
var leaf_name := "Left" if side < 0 else "Right"
|
||||
var previous := door.get_node_or_null(leaf_name)
|
||||
if previous != null:
|
||||
door.remove_child(previous)
|
||||
previous.queue_free()
|
||||
var leaf := _make_door_leaf(tier)
|
||||
leaf.name = leaf_name
|
||||
leaf.position.x = side * (0.031 + float(door.get_meta("opening", 0.0)) * 0.065)
|
||||
door.add_child(leaf)
|
||||
door.position = pixel_point(data, 0.13)
|
||||
door.rotation.y = PI / 2.0 if bool(data.get("vertical", false)) else 0.0
|
||||
door.visible = not enemy or (inspect_rooms and (_room_visible(int(data.get("room_a", -1))) or _room_visible(int(data.get("room_b", -1)))))
|
||||
door.collision_layer = 1 if door.visible and not enemy and bool(data.get("controllable", false)) else 0
|
||||
door.set_meta("open", bool(data.get("open", false)))
|
||||
door.set_meta("native", data)
|
||||
var tint := Color.WHITE
|
||||
if bool(data.get("hacked", false)):
|
||||
tint = Color("ac70ca")
|
||||
elif bool(data.get("locked", false)) or bool(data.get("ionized", false)):
|
||||
tint = Color("eab166")
|
||||
elif float(data.get("health", 1)) < float(data.get("max_health", 1)):
|
||||
tint = Color("ea7166")
|
||||
if door.get_meta("tint", Color(-1, -1, -1)) != tint:
|
||||
door.set_meta("tint", tint)
|
||||
for name in ["Left", "Right"]:
|
||||
door.get_node(name).material_override.albedo_color = tint
|
||||
for id in door_nodes.keys():
|
||||
if not present.has(id):
|
||||
door_nodes[id].queue_free()
|
||||
door_nodes.erase(id)
|
||||
|
||||
|
||||
func _make_door_leaf(tier: int) -> MeshInstance3D:
|
||||
if not door_leaf_meshes.has(tier):
|
||||
# All native strength tiers fit the same jamb opening. Reinforcement
|
||||
# remains shallow and inset rather than stacking oversized outer frames.
|
||||
var blocks := [Voxels.block(Vector3.ZERO, Vector3(0.059, 0.092, 0.015), Color("bac9d0")),
|
||||
Voxels.block(Vector3(0, -0.035, 0), Vector3(0.057, 0.008, 0.019), Color("6d858d"))]
|
||||
for z in [-0.0085, 0.0085]:
|
||||
blocks.append(Voxels.block(Vector3(0, 0.020, z), Vector3(0.033, 0.008, 0.003), Color("4c8792")))
|
||||
if tier > 0:
|
||||
for z in [-0.010, 0.010]:
|
||||
blocks.append(Voxels.block(Vector3(0, -0.006, z), Vector3(0.047, 0.048, 0.005), Color("82959d")))
|
||||
if tier > 1:
|
||||
for z in [-0.0135, 0.0135]:
|
||||
for y in [-0.023, 0.007]:
|
||||
blocks.append(Voxels.block(Vector3(0, y, z), Vector3(0.046, 0.006, 0.003), Color("b0ad92")))
|
||||
if tier > 2:
|
||||
for z in [-0.0135, 0.0135]:
|
||||
for x in [-0.021, 0.021]:
|
||||
blocks.append(Voxels.block(Vector3(x, -0.008, z), Vector3(0.004, 0.043, 0.003), Color("b0ad92")))
|
||||
blocks.append(Voxels.block(Vector3(0, 0.032, z), Vector3(0.014, 0.005, 0.003), Color("8f9e9c")))
|
||||
var source: MeshInstance3D = Voxels.make(blocks)
|
||||
door_leaf_meshes[tier] = source.mesh
|
||||
source.free()
|
||||
var leaf := MeshInstance3D.new()
|
||||
leaf.mesh = door_leaf_meshes[tier]
|
||||
var material := StandardMaterial3D.new()
|
||||
material.vertex_color_use_as_albedo = true
|
||||
material.roughness = 0.88
|
||||
leaf.material_override = material
|
||||
return leaf
|
||||
|
||||
|
||||
func _apply_drones(drones: Array) -> void:
|
||||
var present: Dictionary = {}
|
||||
for data in drones:
|
||||
if not bool(data.get("is_space", false)) or not bool(data.get("deployed", false)) or bool(data.get("dead", false)):
|
||||
continue
|
||||
var id := str(data["id"])
|
||||
present[id] = true
|
||||
if not drone_nodes.has(id):
|
||||
var model := DroneModel.new()
|
||||
model.build(data)
|
||||
add_child(model)
|
||||
drone_nodes[id] = model
|
||||
model.position = pixel_point(data, 0.3)
|
||||
model.rotation.y = -deg_to_rad(float(data.get("angle", 0)))
|
||||
var drone: Node3D = drone_nodes[id]
|
||||
drone.set_live(data)
|
||||
# Positions come from the native drone's current space, regrouped by the
|
||||
# bridge; attack drones therefore orbit the receiver, not their owner.
|
||||
drone.set_meta("target", pixel_point(data, 0.3))
|
||||
# FTL's current_angle wraps at 360 (native CustomDrones.cpp).
|
||||
drone.set_meta("target_angle", -deg_to_rad(float(data.get("angle", 0))))
|
||||
for id in drone_nodes.keys():
|
||||
if not present.has(id):
|
||||
drone_nodes[id].queue_free()
|
||||
drone_nodes.erase(id)
|
||||
|
||||
|
||||
func _make_crew(rooms: Array, center: Vector2) -> void:
|
||||
if rooms.is_empty():
|
||||
return
|
||||
var room: Dictionary = rooms[min(rooms.size() - 1, 2)]
|
||||
var marker := _make_miniature({"id": "crew_1", "name": "Crew", "species": "human", "x": 0, "y": 0})
|
||||
demo_crew_marker = marker
|
||||
marker.position = Vector3((float(room["x"]) + 0.5 - center.x) * TILE, 0.19,
|
||||
(float(room["y"]) + 0.5 - center.y) * TILE)
|
||||
|
||||
|
||||
func _make_weapon_mounts(layout: Dictionary, center: Vector2) -> void:
|
||||
var rect: Dictionary = layout.get("image_rect", {"x": 0, "y": 0})
|
||||
for mount in layout.get("weapon_mounts", []):
|
||||
var point := Vector3((float(rect["x"]) + float(mount["x"])) / 35.0 * TILE - center.x * TILE,
|
||||
0.14, (float(rect["y"]) + float(mount["y"])) / 35.0 * TILE - center.y * TILE)
|
||||
mount_points.append(point)
|
||||
var gun := WeaponModel.new()
|
||||
gun.position = point
|
||||
gun.rotation.y = 0.0 if str(mount.get("rotate", "false")) == "true" else PI / 2.0
|
||||
gun.build({"kind": "laser", "powered": false})
|
||||
add_child(gun)
|
||||
weapon_nodes.append(gun)
|
||||
if mount_points.is_empty():
|
||||
mount_points.append(Vector3(0.5, 0.14, 0.0))
|
||||
|
||||
|
||||
func _make_shield(layout: Dictionary) -> void:
|
||||
var ellipse: Array = layout.get("ellipse", [350, 220, 0, 0])
|
||||
shield_radii = Vector3(float(ellipse[0]) / 35.0 * TILE, 0.48, float(ellipse[1]) / 35.0 * TILE)
|
||||
shield_center = Vector3(0.0, 0.06, 0.0)
|
||||
var rect: Dictionary = layout.get("image_rect", {})
|
||||
if not rect.is_empty():
|
||||
# A preview without live FTL uses the hull center. The live snapshot
|
||||
# replaces this with GetBaseEllipse; layout ELLIPSE offsets cannot be
|
||||
# added to the image center because they use the native graph alignment.
|
||||
shield_center.x = (float(rect["x"]) + float(rect["w"]) / 2.0) / 35.0 * TILE - layout_center.x * TILE
|
||||
shield_center.z = (float(rect["y"]) + float(rect["h"]) / 2.0) / 35.0 * TILE - layout_center.y * TILE
|
||||
shield_shell = MeshInstance3D.new()
|
||||
var sphere := SphereMesh.new()
|
||||
sphere.radius = 1.0
|
||||
sphere.height = 2.0
|
||||
sphere.radial_segments = 64
|
||||
sphere.rings = 32
|
||||
shield_shell.mesh = sphere
|
||||
shield_radii = _fit_shield_volume(shield_radii)
|
||||
shield_shell.position = shield_center
|
||||
shield_shell.scale = shield_radii
|
||||
var material := ShaderMaterial.new()
|
||||
material.shader = preload("res://scripts/shield.gdshader")
|
||||
shield_shell.material_override = material
|
||||
add_child(shield_shell)
|
||||
set_shields(2)
|
||||
|
||||
|
||||
func set_shields(charge: int, super_shield: int = 0) -> void:
|
||||
shield_charge = maxi(charge, 0)
|
||||
if shield_shell == null:
|
||||
return
|
||||
var current := Vector2i(shield_charge, super_shield)
|
||||
if current == shield_state_cache:
|
||||
return
|
||||
shield_state_cache = current
|
||||
shield_shell.visible = shield_charge > 0 or super_shield > 0
|
||||
var material: ShaderMaterial = shield_shell.material_override
|
||||
material.set_shader_parameter("shield_color", Color(0.23, 0.95, 0.35) if super_shield > 0 else Color(0.18, 0.58, 1.0))
|
||||
material.set_shader_parameter("strength", clampf(shield_charge / 4.0, 0.25, 1.0))
|
||||
|
||||
|
||||
func _apply_shield_shape(shape: Dictionary) -> void:
|
||||
if shape.is_empty() or shape == native_shield_geometry or shield_shell == null:
|
||||
return
|
||||
var center: Dictionary = shape.get("center", {})
|
||||
var radius_x := float(shape.get("a", 0))
|
||||
var radius_z := float(shape.get("b", 0))
|
||||
if center.is_empty() or radius_x <= 0.0 or radius_z <= 0.0:
|
||||
return
|
||||
# GetBaseEllipse is in the same native ship-local pixel space as crew,
|
||||
# rooms and doors. Enemy layout ELLIPSE offsets include native alignment
|
||||
# adjustments; adding them to the hull image center a second time was wrong.
|
||||
native_shield_geometry = shape.duplicate(true)
|
||||
shield_center = pixel_point(center, 0.06)
|
||||
shield_radii = Vector3(radius_x / 35.0 * TILE, 0.48, radius_z / 35.0 * TILE)
|
||||
shield_radii = _fit_shield_volume(shield_radii)
|
||||
shield_shell.position = shield_center
|
||||
shield_shell.scale = shield_radii
|
||||
|
||||
|
||||
func _fit_shield_volume(native_radii: Vector3) -> Vector3:
|
||||
# Keep the native X/Z center and near-native footprint. The 2D game's
|
||||
# ellipse needs vertical clearance for the newly extruded keel and walls.
|
||||
# Measure actual model corners rather than sizing a bubble by ship class.
|
||||
var max_radial := 0.0
|
||||
var minimum_y := INF
|
||||
var maximum_y := -INF
|
||||
for point in shield_fit_points:
|
||||
var delta := point - shield_center
|
||||
var radial := Vector2(delta.x / native_radii.x, delta.z / native_radii.z).length()
|
||||
max_radial = maxf(max_radial, radial)
|
||||
minimum_y = minf(minimum_y, point.y)
|
||||
maximum_y = maxf(maximum_y, point.y)
|
||||
if not shield_fit_points.is_empty():
|
||||
# Native FTL has no height axis. Center that presentation axis between
|
||||
# the keel and the deck, with room for miniature heads above the walls.
|
||||
shield_center.y = (minimum_y + maximum_y + 0.06) * 0.5
|
||||
# At most 12% footprint padding: a bad native coordinate transform must
|
||||
# remain detectable instead of being hidden by an enormous shell.
|
||||
shield_fit_padding = minf(1.12, maxf(1.035, max_radial * 1.035))
|
||||
var fitted := Vector3(native_radii.x * shield_fit_padding, native_radii.y, native_radii.z * shield_fit_padding)
|
||||
for point in shield_fit_points:
|
||||
var delta := point - shield_center
|
||||
var radial_squared := pow(delta.x / fitted.x, 2) + pow(delta.z / fitted.z, 2)
|
||||
if radial_squared < 0.9999:
|
||||
var required_height := absf(delta.y) / sqrt(1.0 - radial_squared)
|
||||
fitted.y = maxf(fitted.y, required_height * 1.02)
|
||||
return fitted
|
||||
|
||||
|
||||
func flash_shield() -> void:
|
||||
shield_flash = 1.0
|
||||
|
||||
|
||||
func set_viewer_position(world_position: Vector3) -> void:
|
||||
viewer_position = world_position
|
||||
viewer_position_valid = true
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if not simulation_paused:
|
||||
shield_flash = maxf(0.0, shield_flash - delta * 3.0)
|
||||
if shield_shell != null:
|
||||
var material: ShaderMaterial = shield_shell.material_override
|
||||
material.set_shader_parameter("hit_flash", shield_flash)
|
||||
var local_viewer := to_local(viewer_position) if viewer_position_valid else Vector3.ZERO
|
||||
for id in crew_nodes:
|
||||
var miniature: Node3D = crew_nodes[id]
|
||||
var model: Node3D = miniature.get_node("Model")
|
||||
if miniature.has_meta("target"):
|
||||
var movement: Vector3 = Vector3(miniature.get_meta("target")) - miniature.position
|
||||
miniature.position = miniature.position.lerp(miniature.get_meta("target"), minf(1.0, delta * 18.0))
|
||||
if model is CrewModel:
|
||||
model.face_movement(movement)
|
||||
if model is CrewModel and viewer_position_valid:
|
||||
# The inverse ship transform handles rotated, scaled and tilted
|
||||
# tables. Viewer yaw follows presentation even when FTL is paused.
|
||||
model.face_viewer(local_viewer - miniature.position, delta)
|
||||
if not simulation_paused:
|
||||
model.animate(delta)
|
||||
if not simulation_paused:
|
||||
for weapon in weapon_nodes:
|
||||
weapon.animate(delta)
|
||||
for drone in drone_nodes.values():
|
||||
drone.animate(delta)
|
||||
if is_instance_valid(room_hazards):
|
||||
room_hazards.animate(delta)
|
||||
for drone in drone_nodes.values():
|
||||
# Smooth native 10 Hz samples without extrapolating an orbit or target.
|
||||
drone.position = drone.position.lerp(drone.get_meta("target", drone.position), minf(1.0, delta * 18.0))
|
||||
drone.rotation.y = lerp_angle(drone.rotation.y, float(drone.get_meta("target_angle", drone.rotation.y)), minf(1.0, delta * 18.0))
|
||||
for door in door_nodes.values():
|
||||
var opening := float(door.get_meta("opening", 0.0))
|
||||
opening = move_toward(opening, 1.0 if door.get_meta("open", false) else 0.0, delta * 8.0)
|
||||
door.set_meta("opening", opening)
|
||||
door.get_node("Left").position.x = -0.031 - opening * 0.065
|
||||
door.get_node("Right").position.x = 0.031 + opening * 0.065
|
||||
|
||||
|
||||
func pixel_point(point: Dictionary, height: float = 0.18) -> Vector3:
|
||||
return Vector3((float(point.get("x", 0)) / 35.0 - float(layout_data.get("x_offset", 0)) - layout_center.x) * TILE,
|
||||
height, (float(point.get("y", 0)) / 35.0 - float(layout_data.get("y_offset", 0)) - layout_center.y) * TILE)
|
||||
|
||||
|
||||
func apply_live(data: Dictionary) -> void:
|
||||
live_data = data
|
||||
room_visibility.clear()
|
||||
for room in data.get("rooms", []):
|
||||
room_visibility[int(room["id"])] = bool(room.get("visible", false))
|
||||
# Replace the demonstration marker with actual crew; ids remain stable per run.
|
||||
if is_instance_valid(demo_crew_marker):
|
||||
remove_child(demo_crew_marker)
|
||||
demo_crew_marker.queue_free()
|
||||
demo_crew_marker = null
|
||||
var present: Dictionary = {}
|
||||
for crew in data.get("crew", []):
|
||||
var id := str(crew["id"])
|
||||
present[id] = true
|
||||
if not crew_nodes.has(id):
|
||||
crew_nodes[id] = _make_miniature(crew)
|
||||
var miniature: Area3D = crew_nodes[id]
|
||||
miniature.set_meta("target", pixel_point(crew, 0.085))
|
||||
miniature.visible = not enemy or (inspect_rooms and _room_visible(int(crew["room"])))
|
||||
miniature.set_meta("controllable", bool(crew.get("controllable", false)))
|
||||
miniature.collision_layer = 1 if miniature.visible and bool(crew.get("controllable", false)) else 0
|
||||
var label: Label3D = miniature.get_node("Name")
|
||||
label.text = str(crew["name"]) + (" *" if crew.get("selected", false) else "")
|
||||
label.modulate = Color(1.0, 0.4, 0.3) if int(crew.get("owner", 0)) != 0 else Color.WHITE
|
||||
var model: Node3D = miniature.get_node("Model")
|
||||
if model is CrewModel:
|
||||
var race: String = CrewModel.canonical_species(str(crew.get("species", "human")))
|
||||
if model.species != race and CrewModel.SPECIES.has(race):
|
||||
model.build(race)
|
||||
model.set_state(crew)
|
||||
else:
|
||||
model.set_live(crew)
|
||||
for id in crew_nodes.keys():
|
||||
if not present.has(id):
|
||||
crew_nodes[id].queue_free()
|
||||
crew_nodes.erase(id)
|
||||
for room in data.get("rooms", []):
|
||||
var id := int(room["id"])
|
||||
if not room_nodes.has(id):
|
||||
continue
|
||||
var area: Area3D = room_nodes[id]
|
||||
if data.has("room_systems"):
|
||||
_set_room_role(area, str(data.get("room_systems", {}).get(str(id), "")))
|
||||
for visual in area.get_children():
|
||||
if visual is VisualInstance3D:
|
||||
visual.visible = not enemy or inspect_rooms
|
||||
# Installed systems remain useful targeting information in vanilla
|
||||
# FTL when enemy crew / oxygen are obscured by the sensor fog.
|
||||
var floor_mesh: MeshInstance3D = area.get_node("Floor")
|
||||
var oxygen := float(room.get("oxygen", 100)) / 100.0
|
||||
var tint := Color(0.9, 0.22, 0.08) if int(room.get("fires", 0)) > 0 else Color(0.65, 0.7, 0.73).lerp(Color(0.95, 0.38, 0.4), 1.0 - oxygen)
|
||||
if enemy and not bool(room.get("visible", false)):
|
||||
tint = Color(0.12, 0.14, 0.17)
|
||||
floor_mesh.set_meta("normal_tint", tint)
|
||||
if id == drop_target_room:
|
||||
tint = Color(0.35, 0.95, 0.71)
|
||||
if floor_mesh.material_override.albedo_color != tint:
|
||||
floor_mesh.material_override.albedo_color = tint
|
||||
var weapons: Array = data.get("weapons", [])
|
||||
for slot in range(weapon_nodes.size()):
|
||||
weapon_nodes[slot].visible = slot < weapons.size()
|
||||
if slot < weapons.size():
|
||||
var weapon: Node3D = weapon_nodes[slot]
|
||||
if weapon.kind != WeaponModel.canonical_kind(str(weapons[slot].get("kind", "laser"))) or weapon.weapon_name != str(weapons[slot].get("name", "")):
|
||||
weapon.build(weapons[slot])
|
||||
weapon.set_live(weapons[slot])
|
||||
_apply_doors(data.get("doors", []))
|
||||
_apply_drones(data.get("drones", []))
|
||||
if is_instance_valid(room_hazards):
|
||||
room_hazards.set_live(self, data)
|
||||
_apply_shield_shape(data.get("shield_shape", {}))
|
||||
set_shields(int(data.get("shield", 0)), int(data.get("super_shield", 0)))
|
||||
|
||||
|
||||
func _room_visible(id: int) -> bool:
|
||||
return bool(room_visibility.get(id, false))
|
||||
|
||||
|
||||
func _make_miniature(crew: Dictionary) -> Area3D:
|
||||
var miniature := Area3D.new()
|
||||
miniature.set_meta("kind", "crew")
|
||||
miniature.set_meta("crew_id", str(crew["id"]))
|
||||
miniature.set_meta("ship", "enemy" if enemy else "player")
|
||||
miniature.position = pixel_point(crew, 0.085)
|
||||
add_child(miniature)
|
||||
var collision := CollisionShape3D.new()
|
||||
var hitbox := CapsuleShape3D.new()
|
||||
hitbox.radius = 0.05
|
||||
hitbox.height = 0.18
|
||||
collision.shape = hitbox
|
||||
collision.position.y = 0.075
|
||||
miniature.add_child(collision)
|
||||
var model: Node3D
|
||||
if bool(crew.get("is_drone", false)):
|
||||
model = DroneModel.new()
|
||||
var drone_data := crew.duplicate()
|
||||
drone_data["is_space"] = false
|
||||
model.build(drone_data)
|
||||
else:
|
||||
model = CrewModel.new()
|
||||
model.build(str(crew.get("species", "human")))
|
||||
model.name = "Model"
|
||||
miniature.add_child(model)
|
||||
var label := Label3D.new()
|
||||
label.name = "Name"
|
||||
label.font = UiAssets.font("body")
|
||||
label.outline_size = 0
|
||||
label.text = str(crew["name"])
|
||||
label.font_size = 32
|
||||
label.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
|
||||
label.pixel_size = 0.001
|
||||
label.position.y = 0.18
|
||||
label.billboard = BaseMaterial3D.BILLBOARD_ENABLED
|
||||
miniature.add_child(label)
|
||||
return miniature
|
||||
|
||||
|
||||
func weapon_origin(slot: int) -> Vector3:
|
||||
return to_global(mount_points[posmod(slot, mount_points.size())])
|
||||
|
||||
|
||||
func room_target(room_id: int) -> Vector3:
|
||||
return to_global(room_points.get(room_id, Vector3(0.0, 0.18, 0.0)))
|
||||
|
||||
|
||||
func shield_intercept(from: Vector3, target: Vector3) -> Vector3:
|
||||
var local_start := (to_local(from) - shield_center) / shield_radii
|
||||
var local_end := (to_local(target) - shield_center) / shield_radii
|
||||
var direction := local_end - local_start
|
||||
var a := direction.dot(direction)
|
||||
var b := 2.0 * local_start.dot(direction)
|
||||
var c := local_start.dot(local_start) - 1.0
|
||||
var discriminant := b * b - 4.0 * a * c
|
||||
if a < 0.00001 or discriminant < 0.0:
|
||||
return target
|
||||
var t := (-b - sqrt(discriminant)) / (2.0 * a)
|
||||
if t < 0.0 or t > 1.0:
|
||||
return target
|
||||
return from.lerp(target, t)
|
||||
|
||||
|
||||
func _material(color: Color) -> StandardMaterial3D:
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.albedo_color = color
|
||||
if color.a < 1.0:
|
||||
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
return mat
|
||||
|
||||
|
||||
func _data_path(file_name: String) -> String:
|
||||
if OS.has_feature("editor"):
|
||||
return ProjectSettings.globalize_path("res://local_game_data/%s" % file_name)
|
||||
return OS.get_executable_path().get_base_dir().path_join("local_game_data").path_join(file_name)
|
||||
@@ -0,0 +1 @@
|
||||
uid://dqk6ls4dn358p
|
||||
@@ -0,0 +1,114 @@
|
||||
extends Node3D
|
||||
|
||||
# One FTL-styled radial surface. Choosing a sector redraws once; no animated
|
||||
# viewport or per-label meshes are needed while the wheel is held open.
|
||||
const UI = preload("res://scripts/ftl_ui_theme.gd")
|
||||
const SIZE := Vector2(0.54,0.60)
|
||||
const PIXELS := Vector2(720,800)
|
||||
var selected := -1
|
||||
var entries: Array = []
|
||||
var heading := "ACTIONS"
|
||||
var viewport: SubViewport
|
||||
var canvas: Control
|
||||
var content_revision := 0
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
viewport = SubViewport.new()
|
||||
viewport.size = Vector2i(PIXELS)
|
||||
viewport.transparent_bg = true
|
||||
viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
|
||||
add_child(viewport)
|
||||
canvas = WheelCanvas.new()
|
||||
canvas.wheel = self
|
||||
canvas.size = PIXELS
|
||||
canvas.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
|
||||
viewport.add_child(canvas)
|
||||
var backing := MeshInstance3D.new()
|
||||
var quad := QuadMesh.new()
|
||||
quad.size = SIZE
|
||||
backing.mesh = quad
|
||||
backing.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
var material := StandardMaterial3D.new()
|
||||
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
material.no_depth_test = true
|
||||
material.render_priority = 125
|
||||
material.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
|
||||
material.albedo_texture = viewport.get_texture()
|
||||
backing.material_override = material
|
||||
add_child(backing)
|
||||
visible = false
|
||||
|
||||
|
||||
func set_entries(value: Array, title: String) -> void:
|
||||
if entries == value and heading == title:
|
||||
return
|
||||
entries = value.duplicate(true)
|
||||
heading = title
|
||||
_redraw()
|
||||
|
||||
|
||||
func choose(stick: Vector2) -> void:
|
||||
# Top = 1, clockwise through 8. Center releases without an action.
|
||||
var next := -1 if stick.length() < 0.45 else posmod(roundi(atan2(stick.x,stick.y) / (TAU / 8.0)),8)
|
||||
if next == selected:
|
||||
return
|
||||
selected = next
|
||||
_redraw()
|
||||
|
||||
|
||||
func _redraw() -> void:
|
||||
content_revision += 1
|
||||
if canvas != null:
|
||||
canvas.queue_redraw()
|
||||
viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
|
||||
|
||||
|
||||
class WheelCanvas extends Control:
|
||||
var wheel: Node3D
|
||||
const CENTER := Vector2(360,353)
|
||||
|
||||
|
||||
func _sector(angle: float) -> PackedVector2Array:
|
||||
var points := PackedVector2Array()
|
||||
var half := TAU / 16.0 - .025
|
||||
for j in range(13):
|
||||
var a := angle - half + (half * 2) * j / 12.0
|
||||
points.append(CENTER + Vector2(sin(a),-cos(a)) * 326)
|
||||
for j in range(12,-1,-1):
|
||||
var a := angle - half + (half * 2) * j / 12.0
|
||||
points.append(CENTER + Vector2(sin(a),-cos(a)) * 129)
|
||||
return points
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
for i in range(8):
|
||||
var enabled: bool = i < wheel.entries.size() and bool(wheel.entries[i].get("enabled",true))
|
||||
var active: bool = wheel.selected == i and enabled
|
||||
var angle := i * TAU / 8.0
|
||||
var outline := _sector(angle)
|
||||
draw_colored_polygon(outline,UI.SELECTED if active else UI.PANEL if enabled else UI.DARK)
|
||||
outline.append(outline[0])
|
||||
draw_polyline(outline,UI.GOLD if active else UI.EDGE if enabled else UI.MUTED,1.5,false)
|
||||
var center := CENTER + Vector2(sin(angle),-cos(angle)) * 225
|
||||
UI.centered_text(self,str(i + 1),center + Vector2(0,-22),38,UI.GOLD if active else UI.GREEN if enabled else UI.MUTED,"header")
|
||||
var label := str(wheel.entries[i].get("label","")) if i < wheel.entries.size() else "-"
|
||||
var lines := label.replace("\n"," ").split(" ",false)
|
||||
var current := ""
|
||||
var wrapped: Array[String] = []
|
||||
for word in lines:
|
||||
if current.length() + word.length() + 1 > 12 and current != "":
|
||||
wrapped.append(current)
|
||||
current = ""
|
||||
current = word if current == "" else current + " " + word
|
||||
if current != "": wrapped.append(current)
|
||||
for line in range(mini(3,wrapped.size())):
|
||||
UI.centered_text(self,wrapped[line],center + Vector2(0,11 + line * 21),24,UI.INK if enabled else UI.MUTED)
|
||||
UI.frame(self,Rect2(CENTER - Vector2(102,56),Vector2(204,112)),UI.DARK,UI.EDGE,17)
|
||||
var titles := str(wheel.heading).split("\n")
|
||||
for i in range(titles.size()):
|
||||
UI.centered_text(self,titles[i],CENTER + Vector2(0,(i - (titles.size() - 1) * .5) * 29),25,UI.INK,"header")
|
||||
UI.frame(self,Rect2(38,700,644,88),UI.DARK,UI.EDGE,12)
|
||||
UI.centered_text(self,"STICK: CHOOSE RELEASE BUMPER: CONFIRM",Vector2(360,727),24,UI.INK)
|
||||
UI.centered_text(self,"A: CATEGORY B / CENTER: CANCEL",Vector2(360,760),24,UI.MUTED)
|
||||
@@ -0,0 +1 @@
|
||||
uid://bx7kp57ainba2
|
||||
@@ -0,0 +1,337 @@
|
||||
extends Node3D
|
||||
|
||||
# Stationary surroundings: three draw calls cover the entire sky, with a sparse
|
||||
# nearer shell for stereo parallax. No captured 2D background is used here.
|
||||
const STAR_COUNT := 1600
|
||||
const NEAR_STAR_COUNT := 96
|
||||
const GALAXY_COUNT := 420
|
||||
const VALID_HAZARDS := ["clear", "asteroid", "sun", "storm", "nebula", "pulsar"]
|
||||
|
||||
var star_positions := PackedVector3Array()
|
||||
var hazard := "clear"
|
||||
var simulation_paused := false
|
||||
var elapsed := 0.0
|
||||
var hazard_root: Node3D
|
||||
var rocks: Array[Dictionary] = []
|
||||
var clouds: Array[Node3D] = []
|
||||
var body: Node3D
|
||||
var storm_arcs: Array[MeshInstance3D] = []
|
||||
var built := false
|
||||
var cloud_material: ShaderMaterial
|
||||
var body_material: ShaderMaterial
|
||||
|
||||
const CLOUD_SHADER := """
|
||||
shader_type spatial;
|
||||
render_mode unshaded, blend_mix, depth_draw_never, cull_front;
|
||||
uniform vec4 tint : source_color = vec4(0.3, 0.15, 0.45, 0.18);
|
||||
uniform float clock = 0.0;
|
||||
varying vec3 local_point;
|
||||
float hash(vec3 p) {
|
||||
p = fract(p * vec3(0.1031, 0.1030, 0.0973));
|
||||
p += dot(p, p.yxz + 33.33);
|
||||
return fract((p.x + p.y) * p.z);
|
||||
}
|
||||
float noise(vec3 p) {
|
||||
vec3 i = floor(p); vec3 f = fract(p); f = f * f * (3.0 - 2.0 * f);
|
||||
return mix(mix(mix(hash(i), hash(i+vec3(1,0,0)), f.x),
|
||||
mix(hash(i+vec3(0,1,0)), hash(i+vec3(1,1,0)), f.x), f.y),
|
||||
mix(mix(hash(i+vec3(0,0,1)), hash(i+vec3(1,0,1)), f.x),
|
||||
mix(hash(i+vec3(0,1,1)), hash(i+vec3(1,1,1)), f.x), f.y), f.z);
|
||||
}
|
||||
void vertex() { local_point = VERTEX; }
|
||||
void fragment() {
|
||||
vec3 p = local_point * 0.23 + vec3(clock * 0.012, 0.0, clock * 0.007);
|
||||
float n = noise(p) * 0.58 + noise(p * 2.1) * 0.28 + noise(p * 4.3) * 0.14;
|
||||
ALBEDO = tint.rgb * (0.5 + n * 0.5);
|
||||
ALPHA = smoothstep(0.34, 0.7, n) * tint.a;
|
||||
}
|
||||
"""
|
||||
|
||||
const STAR_BODY_SHADER := """
|
||||
shader_type spatial;
|
||||
render_mode unshaded;
|
||||
uniform vec4 tint : source_color = vec4(1.0, 0.22, 0.015, 1.0);
|
||||
uniform float clock = 0.0;
|
||||
varying vec3 local_point;
|
||||
float hash(vec3 p) {
|
||||
p = fract(p * vec3(0.1031, 0.1030, 0.0973));
|
||||
p += dot(p, p.yxz + 33.33);
|
||||
return fract((p.x + p.y) * p.z);
|
||||
}
|
||||
float noise(vec3 p) {
|
||||
vec3 i = floor(p); vec3 f = fract(p); f = f * f * (3.0 - 2.0 * f);
|
||||
return mix(mix(mix(hash(i), hash(i+vec3(1,0,0)), f.x),
|
||||
mix(hash(i+vec3(0,1,0)), hash(i+vec3(1,1,0)), f.x), f.y),
|
||||
mix(mix(hash(i+vec3(0,0,1)), hash(i+vec3(1,0,1)), f.x),
|
||||
mix(hash(i+vec3(0,1,1)), hash(i+vec3(1,1,1)), f.x), f.y), f.z);
|
||||
}
|
||||
void vertex() { local_point = VERTEX; }
|
||||
void fragment() {
|
||||
vec3 p = normalize(local_point);
|
||||
vec3 drift = vec3(clock * 0.035, clock * 0.012, 0.0);
|
||||
float cells = smoothstep(0.18, 0.78, noise(p * 23.0 + drift) * 0.65 + noise(p * 47.0) * 0.35);
|
||||
ALBEDO = mix(tint.rgb * 0.34, tint.rgb, cells);
|
||||
EMISSION = mix(tint.rgb, vec3(1.0, 0.88, 0.54), cells * 0.35) * 1.8;
|
||||
}
|
||||
"""
|
||||
|
||||
const CORONA_SHADER := """
|
||||
shader_type spatial;
|
||||
render_mode unshaded, blend_add, depth_draw_never, cull_back;
|
||||
uniform vec4 tint : source_color = vec4(1.0, 0.3, 0.035, 0.42);
|
||||
void fragment() {
|
||||
float rim = pow(max(dot(normalize(NORMAL), normalize(VIEW)), 0.0), 2.5);
|
||||
ALBEDO = tint.rgb;
|
||||
ALPHA = rim * tint.a;
|
||||
}
|
||||
"""
|
||||
|
||||
|
||||
func build() -> void:
|
||||
if built:
|
||||
return
|
||||
built = true
|
||||
name = "SpaceEnvironment"
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = 26011002
|
||||
_star_shell("DistantStars360", STAR_COUNT, 30.0, 58.0, rng, false)
|
||||
_star_shell("NearStarsParallax", NEAR_STAR_COUNT, 8.0, 17.0, rng, false)
|
||||
_star_shell("DistantGalaxyBand", GALAXY_COUNT, 35.0, 54.0, rng, true)
|
||||
hazard_root = Node3D.new()
|
||||
hazard_root.name = "NativeHazard"
|
||||
add_child(hazard_root)
|
||||
_set_hazard("clear")
|
||||
|
||||
|
||||
func apply_state(state: Dictionary) -> void:
|
||||
if not built:
|
||||
build()
|
||||
simulation_paused = bool(state.get("paused", false))
|
||||
var next := str(state.get("hazard", "clear"))
|
||||
if next in VALID_HAZARDS and next != hazard:
|
||||
_set_hazard(next)
|
||||
|
||||
|
||||
func set_hazard(kind: String) -> void:
|
||||
if not built:
|
||||
build()
|
||||
if kind in VALID_HAZARDS and kind != hazard:
|
||||
_set_hazard(kind)
|
||||
|
||||
|
||||
func _star_shell(node_name: String, count: int, near_radius: float, far_radius: float,
|
||||
rng: RandomNumberGenerator, galaxy: bool) -> void:
|
||||
var sphere := SphereMesh.new()
|
||||
sphere.radius = 1.0
|
||||
sphere.height = 2.0
|
||||
sphere.radial_segments = 6
|
||||
sphere.rings = 3
|
||||
var stars := MultiMesh.new()
|
||||
stars.transform_format = MultiMesh.TRANSFORM_3D
|
||||
stars.use_colors = true
|
||||
stars.mesh = sphere
|
||||
stars.instance_count = count
|
||||
stars.custom_aabb = AABB(Vector3.ONE * -far_radius, Vector3.ONE * far_radius * 2.0)
|
||||
for i in range(count):
|
||||
var y := rng.randf_range(-1.0, 1.0)
|
||||
var angle := rng.randf_range(0.0, TAU)
|
||||
if galaxy:
|
||||
y = rng.randfn(0.0, 0.1)
|
||||
var radial := sqrt(maxf(0.0, 1.0 - y * y))
|
||||
var direction := Vector3(radial * cos(angle), y, radial * sin(angle)).normalized()
|
||||
if galaxy:
|
||||
direction = direction.rotated(Vector3.FORWARD, 0.42)
|
||||
var point := direction * rng.randf_range(near_radius, far_radius)
|
||||
var size := rng.randf_range(0.019, 0.048) * (near_radius / 30.0)
|
||||
if galaxy:
|
||||
size *= 0.8
|
||||
stars.set_instance_transform(i, Transform3D(Basis.IDENTITY.scaled(Vector3.ONE * size), point))
|
||||
var tint := Color(0.7, 0.81, 1.0).lerp(Color(1.0, 0.83, 0.65), rng.randf())
|
||||
tint *= rng.randf_range(0.42, 1.0) if not galaxy else rng.randf_range(0.12, 0.28)
|
||||
tint.a = 1.0
|
||||
stars.set_instance_color(i, tint)
|
||||
if not galaxy:
|
||||
star_positions.append(point)
|
||||
var node := MultiMeshInstance3D.new()
|
||||
node.name = node_name
|
||||
node.multimesh = stars
|
||||
node.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
var material := StandardMaterial3D.new()
|
||||
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
material.vertex_color_use_as_albedo = true
|
||||
material.albedo_color = Color.WHITE
|
||||
node.material_override = material
|
||||
add_child(node)
|
||||
|
||||
|
||||
func _set_hazard(kind: String) -> void:
|
||||
hazard = kind
|
||||
for child in hazard_root.get_children():
|
||||
hazard_root.remove_child(child)
|
||||
child.queue_free()
|
||||
rocks.clear()
|
||||
clouds.clear()
|
||||
storm_arcs.clear()
|
||||
body = null
|
||||
cloud_material = null
|
||||
body_material = null
|
||||
elapsed = 0.0
|
||||
match kind:
|
||||
"asteroid":
|
||||
_build_asteroids()
|
||||
"sun", "pulsar":
|
||||
_build_star_body(kind)
|
||||
"storm", "nebula":
|
||||
_build_nebula(kind)
|
||||
|
||||
|
||||
func _build_asteroids() -> void:
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = 7262026
|
||||
var mesh := SphereMesh.new()
|
||||
mesh.radius = 1.0
|
||||
mesh.height = 2.0
|
||||
mesh.radial_segments = 7
|
||||
mesh.rings = 4
|
||||
var material := StandardMaterial3D.new()
|
||||
material.albedo_color = Color(0.31, 0.29, 0.28)
|
||||
material.roughness = 1.0
|
||||
for i in range(32):
|
||||
var rock := MeshInstance3D.new()
|
||||
rock.mesh = mesh
|
||||
rock.material_override = material
|
||||
rock.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
var angle := rng.randf_range(0.0, TAU)
|
||||
var radius := rng.randf_range(3.0, 9.0)
|
||||
rock.position = Vector3(cos(angle) * radius, rng.randf_range(-1.7, 5.0), sin(angle) * radius)
|
||||
var size := rng.randf_range(0.12, 0.38)
|
||||
rock.scale = Vector3(rng.randf_range(0.7, 1.2), rng.randf_range(0.65, 1.1), rng.randf_range(0.6, 1.2)) * size
|
||||
rock.rotation = Vector3(rng.randf(), rng.randf(), rng.randf()) * TAU
|
||||
hazard_root.add_child(rock)
|
||||
rocks.append({"node": rock, "start": rock.position,
|
||||
"velocity": Vector3(0.055, 0.007, -0.022) * rng.randf_range(0.5, 1.4),
|
||||
"spin": Vector3(rng.randf_range(-0.2, 0.2), rng.randf_range(-0.2, 0.2), rng.randf_range(-0.2, 0.2))})
|
||||
|
||||
|
||||
func _build_star_body(kind: String) -> void:
|
||||
body = Node3D.new()
|
||||
body.name = "Sun" if kind == "sun" else "Pulsar"
|
||||
body.position = Vector3(-12.0, 8.0, -19.0)
|
||||
body.rotation = Vector3(0.28, 0.0, -0.45)
|
||||
hazard_root.add_child(body)
|
||||
var color := Color(1.0, 0.23, 0.025) if kind == "sun" else Color(0.26, 0.67, 1.0)
|
||||
var radius := 4.0 if kind == "sun" else 1.9
|
||||
var surface := MeshInstance3D.new()
|
||||
var sphere := SphereMesh.new()
|
||||
sphere.radius = radius
|
||||
sphere.height = radius * 2.0
|
||||
sphere.radial_segments = 32
|
||||
sphere.rings = 16
|
||||
surface.mesh = sphere
|
||||
body_material = ShaderMaterial.new()
|
||||
body_material.shader = Shader.new()
|
||||
body_material.shader.code = STAR_BODY_SHADER
|
||||
body_material.set_shader_parameter("tint", color)
|
||||
surface.material_override = body_material
|
||||
surface.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
body.add_child(surface)
|
||||
for scale_factor in [1.08, 1.23]:
|
||||
var corona := MeshInstance3D.new()
|
||||
corona.mesh = sphere
|
||||
corona.scale = Vector3.ONE * scale_factor
|
||||
var material := ShaderMaterial.new()
|
||||
material.shader = Shader.new()
|
||||
material.shader.code = CORONA_SHADER
|
||||
material.set_shader_parameter("tint", Color(color, 0.32))
|
||||
corona.material_override = material
|
||||
corona.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
body.add_child(corona)
|
||||
if kind == "pulsar":
|
||||
for sign_value in [-1.0, 1.0]:
|
||||
var jet := MeshInstance3D.new()
|
||||
var cone := CylinderMesh.new()
|
||||
cone.top_radius = 1.25 if sign_value > 0.0 else 0.06
|
||||
cone.bottom_radius = 0.06 if sign_value > 0.0 else 1.25
|
||||
cone.height = 11.0
|
||||
cone.radial_segments = 12
|
||||
jet.mesh = cone
|
||||
jet.position.y = sign_value * 6.5
|
||||
var material := StandardMaterial3D.new()
|
||||
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
material.blend_mode = BaseMaterial3D.BLEND_MODE_ADD
|
||||
material.albedo_color = Color(0.1, 0.42, 0.85, 0.09)
|
||||
jet.material_override = material
|
||||
jet.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
body.add_child(jet)
|
||||
|
||||
|
||||
func _build_nebula(kind: String) -> void:
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = 729 if kind == "storm" else 820
|
||||
cloud_material = ShaderMaterial.new()
|
||||
cloud_material.shader = Shader.new()
|
||||
cloud_material.shader.code = CLOUD_SHADER
|
||||
cloud_material.set_shader_parameter("tint", Color(0.12, 0.42, 0.7, 0.24) if kind == "storm" else Color(0.5, 0.19, 0.67, 0.23))
|
||||
# Concentric interior shells avoid the visible triangle intersections caused
|
||||
# by overlapping transparent cloud spheres. Their distinct depths/rotations
|
||||
# still give stereo parallax while the nebula surrounds the player fully.
|
||||
for i in range(3):
|
||||
var cloud := MeshInstance3D.new()
|
||||
var sphere := SphereMesh.new()
|
||||
sphere.radius = 16.0 + float(i) * 9.0
|
||||
sphere.height = sphere.radius * 2.0
|
||||
sphere.radial_segments = 64
|
||||
sphere.rings = 32
|
||||
cloud.mesh = sphere
|
||||
cloud.position.y = 1.6
|
||||
cloud.rotation = Vector3(rng.randf(), rng.randf(), rng.randf()) * TAU
|
||||
cloud.material_override = cloud_material
|
||||
cloud.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
hazard_root.add_child(cloud)
|
||||
clouds.append(cloud)
|
||||
if kind == "storm":
|
||||
# Faint distant electrical filaments are atmosphere only; native FTL still
|
||||
# decides every ion hit and hazard effect.
|
||||
for i in range(5):
|
||||
var arc := MeshInstance3D.new()
|
||||
var mesh := ImmediateMesh.new()
|
||||
mesh.surface_begin(Mesh.PRIMITIVE_LINES)
|
||||
var angle := float(i) / 5.0 * TAU
|
||||
var point := Vector3(cos(angle) * 10.0, rng.randf_range(0.5, 6.0), sin(angle) * 10.0)
|
||||
for part in range(5):
|
||||
var next := point + Vector3(rng.randf_range(-0.8, 0.8), rng.randf_range(-0.7, 0.7), rng.randf_range(-0.7, 0.7))
|
||||
mesh.surface_add_vertex(point)
|
||||
mesh.surface_add_vertex(next)
|
||||
point = next
|
||||
mesh.surface_end()
|
||||
arc.mesh = mesh
|
||||
var material := StandardMaterial3D.new()
|
||||
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
material.blend_mode = BaseMaterial3D.BLEND_MODE_ADD
|
||||
material.albedo_color = Color(0.28, 0.58, 0.82, 0.25)
|
||||
arc.material_override = material
|
||||
arc.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
hazard_root.add_child(arc)
|
||||
storm_arcs.append(arc)
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if simulation_paused or not built:
|
||||
return
|
||||
elapsed += delta
|
||||
for rock in rocks:
|
||||
var node: Node3D = rock["node"]
|
||||
node.position += Vector3(rock["velocity"]) * delta
|
||||
node.rotation += Vector3(rock["spin"]) * delta
|
||||
if node.position.distance_to(Vector3.ZERO) > 11.0:
|
||||
node.position = rock["start"]
|
||||
if cloud_material != null:
|
||||
cloud_material.set_shader_parameter("clock", elapsed)
|
||||
if body_material != null:
|
||||
body_material.set_shader_parameter("clock", elapsed)
|
||||
if is_instance_valid(body):
|
||||
body.rotation.y += delta * 0.005
|
||||
for i in range(storm_arcs.size()):
|
||||
storm_arcs[i].visible = sin(elapsed * 0.43 + i * 1.73) > 0.88
|
||||
@@ -0,0 +1 @@
|
||||
uid://d2rmdd3mkhfap
|
||||
@@ -0,0 +1,190 @@
|
||||
extends Node3D
|
||||
|
||||
const Voxels = preload("res://scripts/voxel_mesh.gd")
|
||||
const UNIT := 0.012
|
||||
const SPECIES := ["human", "engi", "mantis", "rock", "slug", "energy", "crystal", "lanius"]
|
||||
var species := "human"
|
||||
var animation_state := "idle"
|
||||
var animation_time := 0.0
|
||||
var torso: Node3D
|
||||
var head: Node3D
|
||||
var arms: Array[Node3D] = []
|
||||
var legs: Array[Node3D] = []
|
||||
var tool: Node3D
|
||||
var facing := 0.0
|
||||
var viewer_facing_valid := false
|
||||
|
||||
|
||||
func build(race: String) -> void:
|
||||
for child in get_children():
|
||||
remove_child(child)
|
||||
child.queue_free()
|
||||
arms.clear()
|
||||
legs.clear()
|
||||
species = canonical_species(race)
|
||||
if not SPECIES.has(species):
|
||||
species = "human"
|
||||
torso = Node3D.new()
|
||||
torso.name = "Torso"
|
||||
add_child(torso)
|
||||
head = Node3D.new()
|
||||
head.name = "Head"
|
||||
head.position = Vector3(0, 8.4, 0) * UNIT
|
||||
torso.add_child(head)
|
||||
var dark := Color("253744")
|
||||
var light := Color("b9c8cc")
|
||||
var eye := Color("a4f4ff")
|
||||
var body_blocks: Array = []
|
||||
var head_blocks: Array = []
|
||||
var arm_blocks: Array = []
|
||||
var leg_blocks: Array = []
|
||||
match species:
|
||||
"human":
|
||||
body_blocks = [_b(0, 5.4, 0, 4.2, 4.8, 2.6, Color("467da6")), _b(0, 3.3, 0, 4.3, 0.7, 2.8, dark), _b(0, 6.3, -1.5, 1.4, 1.4, 0.5, Color("ffd777"))]
|
||||
head_blocks = [_b(0, 0.8, 0, 3.2, 3.1, 3.0, Color("c89571")), _b(0, 2.2, 0.2, 3.4, 0.8, 3.2, Color("5a392c")), _b(-0.7, 0.9, -1.55, 0.55, 0.6, 0.2, dark), _b(0.7, 0.9, -1.55, 0.55, 0.6, 0.2, dark)]
|
||||
arm_blocks = [_b(0, -1.5, 0, 1.4, 3.3, 1.7, Color("467da6")), _b(0, -3.25, -0.2, 1.3, 1.0, 1.4, Color("c89571"))]
|
||||
leg_blocks = [_b(0, -1.5, 0, 1.6, 3.2, 1.8, dark), _b(0, -3.2, -0.4, 1.7, 0.9, 2.5, Color("16232e"))]
|
||||
"engi":
|
||||
body_blocks = [_b(0, 5.0, 0, 4.6, 3.8, 3.2, light), _b(0, 5.2, -1.8, 2.1, 2.2, 0.6, dark), _b(0, 5.2, -2.15, 1.2, 0.6, 0.2, eye), _b(0, 7.1, 0, 2.0, 1.0, 2.0, dark)]
|
||||
head_blocks = [_b(0, 0.5, 0, 3.4, 2.6, 3.0, light), _b(0, 0.7, -1.6, 2.5, 1.1, 0.4, dark), _b(-0.65, 0.7, -1.85, 0.6, 0.6, 0.15, eye), _b(0.65, 0.7, -1.85, 0.6, 0.6, 0.15, eye)]
|
||||
arm_blocks = [_b(0, -0.8, 0, 1.6, 1.6, 1.7, light), _b(0, -2, 0, 0.7, 1.1, 0.9, dark), _b(0, -3, -0.2, 1.8, 1.4, 1.7, light)]
|
||||
leg_blocks = [_b(0, -0.7, 0, 1.4, 1.5, 1.8, light), _b(0, -1.9, 0, 0.7, 1.0, 1.0, dark), _b(0, -3, -0.5, 1.9, 1.4, 2.7, light)]
|
||||
"mantis":
|
||||
body_blocks = [_b(0, 5.2, 0, 2.7, 4.5, 2.4, Color("568e3b")), _b(0, 4.1, 1.2, 3.5, 2.3, 3.0, Color("759f45")), _b(0, 7, 0, 2.0, 1.4, 2.1, Color("375d29"))]
|
||||
head_blocks = [_b(0, 0.5, -0.5, 3.7, 2.8, 2.7, Color("8fb654")), _b(-1.5, 0.8, -2.0, 0.9, 1.2, 0.7, Color("df5146")), _b(1.5, 0.8, -2.0, 0.9, 1.2, 0.7, Color("df5146")), _b(-1.2, 2.9, 0, 0.35, 2.2, 0.4, dark), _b(1.2, 2.9, 0, 0.35, 2.2, 0.4, dark), _b(-0.9, -1.0, -2.0, 0.5, 1.2, 1.2, Color("e7d09a")), _b(0.9, -1.0, -2.0, 0.5, 1.2, 1.2, Color("e7d09a"))]
|
||||
arm_blocks = [_b(0, -1.3, 0, 0.8, 3.3, 1.0, Color("568e3b")), _b(0, -3.2, -0.7, 0.9, 2.3, 1.8, Color("bdd887")), _b(0, -4.5, -1.4, 0.7, 1.2, 0.7, Color("e7d09a"))]
|
||||
leg_blocks = [_b(0, -1.4, 0.5, 0.9, 2.8, 1.1, Color("568e3b")), _b(0, -3.0, -0.7, 0.8, 1.4, 2.3, Color("759f45"))]
|
||||
"rock":
|
||||
body_blocks = [_b(0, 5.1, 0, 6.4, 4.8, 4.3, Color("8c7252")), _b(-2.4, 6.3, 0, 2.5, 3.1, 3.4, Color("ac9065")), _b(2.4, 5.8, 0, 2.3, 3.3, 3.8, Color("74624b")), _b(0.7, 3.4, -2.3, 2.3, 1.9, 0.7, Color("6a563f"))]
|
||||
head_blocks = [_b(0, 0.4, 0, 4.6, 3.5, 3.7, Color("ac9065")), _b(-1.8, 1.4, 0.2, 1.2, 2.5, 2.7, Color("8c7252")), _b(0, 0.3, -2.0, 3.1, 0.7, 0.4, dark), _b(-0.8, 0.3, -2.25, 0.7, 0.35, 0.2, Color("ffe4a0")), _b(0.8, 0.3, -2.25, 0.7, 0.35, 0.2, Color("ffe4a0"))]
|
||||
arm_blocks = [_b(0, -1.3, 0, 2.3, 3.7, 3.1, Color("8c7252")), _b(0, -3.2, -0.3, 2.6, 1.9, 3.0, Color("ac9065"))]
|
||||
leg_blocks = [_b(0, -1.6, 0, 2.3, 3.3, 2.7, Color("74624b")), _b(0, -3.1, -0.5, 2.6, 1.1, 3.4, Color("8c7252"))]
|
||||
"slug":
|
||||
body_blocks = [_b(0, 3.2, 0.9, 5.4, 3.0, 6.5, Color("846aa8")), _b(0, 5.0, 0, 4.6, 3.8, 4.0, Color("a887c1")), _b(0, 2.0, 3.4, 3.3, 1.7, 3.6, Color("725793")), _b(0, 1.25, 1.0, 5.8, 0.7, 8.2, Color("58446e"))]
|
||||
head_blocks = [_b(0, -0.5, 0, 4.5, 2.6, 3.8, Color("a887c1")), _b(-1.5, 1.6, -1.1, 0.7, 3.5, 0.7, Color("a887c1")), _b(1.5, 1.6, -1.1, 0.7, 3.5, 0.7, Color("a887c1")), _b(-1.5, 3.2, -1.2, 1.3, 1.0, 1.1, Color("e1e791")), _b(1.5, 3.2, -1.2, 1.3, 1.0, 1.1, Color("e1e791")), _b(-1.5, 3.2, -1.8, 0.5, 0.7, 0.2, dark), _b(1.5, 3.2, -1.8, 0.5, 0.7, 0.2, dark)]
|
||||
arm_blocks = [_b(0, -1.5, -0.3, 1.0, 3.1, 1.4, Color("a887c1")), _b(0, -2.8, -1.1, 1.5, 1.0, 1.5, Color("846aa8"))]
|
||||
"energy":
|
||||
body_blocks = [_b(0, 5.2, 0, 3.5, 4.7, 2.4, Color("57c282")), _b(0, 5.5, -1.35, 1.0, 3.1, 0.4, Color("b4ffb0")), _b(-1.9, 6.4, 0, 0.6, 2.0, 2.6, Color("91e999")), _b(1.9, 6.4, 0, 0.6, 2.0, 2.6, Color("91e999"))]
|
||||
head_blocks = [_b(0, 0.8, 0, 2.7, 3.5, 2.5, Color("8be891")), _b(0, 2.8, 0, 1.8, 1.0, 1.7, Color("b4ffb0")), _b(0, 0.9, -1.4, 1.7, 0.6, 0.3, Color("e6ffd1"))]
|
||||
arm_blocks = [_b(0, -1.7, 0, 1.0, 3.7, 1.3, Color("8be891")), _b(0, -3.7, 0, 1.1, 0.6, 1.4, Color("b4ffb0"))]
|
||||
leg_blocks = [_b(0, -1.7, 0, 1.1, 3.5, 1.6, Color("57c282")), _b(0, -3.4, -0.3, 1.3, 0.8, 2.1, Color("b4ffb0"))]
|
||||
"crystal":
|
||||
body_blocks = [_b(0, 5.1, 0, 4.7, 5.0, 3.5, Color("65a6bf")), _b(-1.9, 6.2, 0, 1.7, 4.4, 2.7, Color("b3e3ed")), _b(1.9, 5.4, -0.2, 1.7, 3.2, 3.2, Color("85c4d7")), _b(0, 5.4, -2.0, 1.6, 2.5, 0.7, Color("c9f5f8"))]
|
||||
head_blocks = [_b(0, 0.6, 0, 3.5, 3.4, 3.1, Color("85c4d7")), _b(-0.9, 2.8, 0.2, 1.3, 2.0, 1.9, Color("c9f5f8")), _b(1.0, 2.1, 0.4, 1.4, 1.2, 2.2, Color("b3e3ed")), _b(0, 0.8, -1.7, 2.2, 0.6, 0.3, dark)]
|
||||
arm_blocks = [_b(0, -1.6, 0, 1.8, 3.8, 2.3, Color("85c4d7")), _b(0, -3.6, -0.2, 1.9, 1.4, 2.4, Color("b3e3ed"))]
|
||||
leg_blocks = [_b(0, -1.8, 0, 1.8, 3.7, 2.3, Color("65a6bf")), _b(0, -3.5, -0.5, 2.0, 1.0, 2.8, Color("85c4d7"))]
|
||||
"lanius":
|
||||
body_blocks = [_b(0, 5.2, 0, 3.4, 4.5, 2.3, Color("9eaaaf")), _b(-1.6, 6.6, 0, 1.3, 2.0, 2.4, Color("d0d8dc")), _b(1.6, 6.6, 0, 1.3, 2.0, 2.4, Color("d0d8dc")), _b(0, 5.0, -1.5, 0.7, 2.7, 0.8, Color("667f8c"))]
|
||||
head_blocks = [_b(0, 0.9, 0, 2.7, 3.2, 2.7, Color("d0d8dc")), _b(-1.25, 2.8, 0.3, 0.6, 2.5, 0.7, Color("9eaaaf")), _b(1.25, 2.8, 0.3, 0.6, 2.5, 0.7, Color("9eaaaf")), _b(0, 0.5, -1.6, 1.9, 0.6, 0.4, Color("e7f788"))]
|
||||
arm_blocks = [_b(0, -1.5, 0, 1.0, 3.5, 1.4, Color("9eaaaf")), _b(0, -3.4, -0.6, 0.6, 2.2, 1.5, Color("d0d8dc"))]
|
||||
leg_blocks = [_b(0, -1.7, 0, 1.0, 3.7, 1.4, Color("9eaaaf")), _b(0, -3.5, -0.7, 0.9, 1.2, 2.9, Color("d0d8dc"))]
|
||||
torso.add_child(Voxels.make(body_blocks))
|
||||
head.add_child(Voxels.make(head_blocks))
|
||||
for side in [-1.0, 1.0]:
|
||||
var arm := Node3D.new()
|
||||
arm.position = Vector3(side * (3.4 if species == "rock" else 2.5), 7.0, 0) * UNIT
|
||||
arm.add_child(Voxels.make(arm_blocks))
|
||||
torso.add_child(arm)
|
||||
arms.append(arm)
|
||||
if species != "slug":
|
||||
var leg := Node3D.new()
|
||||
leg.position = Vector3(side * (1.6 if species == "rock" else 1.0), 3.6, 0) * UNIT
|
||||
leg.add_child(Voxels.make(leg_blocks))
|
||||
torso.add_child(leg)
|
||||
legs.append(leg)
|
||||
tool = Voxels.make([_b(0, 0, 0, 0.8, 3.5, 0.8, light), _b(0, -1.5, 0, 2.2, 0.8, 1.1, Color("ffc967"))])
|
||||
tool.position = Vector3(0, -3.6, -0.8) * UNIT
|
||||
arms[1].add_child(tool)
|
||||
tool.visible = false
|
||||
animate(0.0)
|
||||
|
||||
|
||||
func set_state(crew: Dictionary) -> void:
|
||||
var previous_state := animation_state
|
||||
if bool(crew.get("fighting", false)):
|
||||
animation_state = "fight"
|
||||
elif bool(crew.get("repairing", false)):
|
||||
animation_state = "repair"
|
||||
elif bool(crew.get("running", false)):
|
||||
animation_state = "run"
|
||||
elif bool(crew.get("working", false)):
|
||||
animation_state = "work"
|
||||
else:
|
||||
animation_state = "idle"
|
||||
tool.visible = animation_state == "repair"
|
||||
if animation_state != previous_state:
|
||||
# Native state changes must select the right pose even when an actor is
|
||||
# first seen while paused. Preserve the frozen animation phase.
|
||||
animate(0.0)
|
||||
|
||||
|
||||
func face_viewer(deck_direction: Vector3, delta: float) -> void:
|
||||
# Rotate around the deck normal only. Looking straight down at an actor
|
||||
# must not tip its body or cause unstable yaw from a near-zero projection.
|
||||
if animation_state == "run" or Vector2(deck_direction.x, deck_direction.z).length_squared() < 0.0004:
|
||||
return
|
||||
var target := atan2(-deck_direction.x, -deck_direction.z)
|
||||
var difference := wrapf(target - facing, -PI, PI)
|
||||
if not viewer_facing_valid:
|
||||
facing = target
|
||||
viewer_facing_valid = true
|
||||
elif absf(difference) > 0.012:
|
||||
facing = lerp_angle(facing, target, 1.0 - exp(-delta * 12.0))
|
||||
rotation.y = facing
|
||||
|
||||
|
||||
func face_movement(deck_direction: Vector3) -> void:
|
||||
if animation_state != "run" or deck_direction.length_squared() < 0.00004:
|
||||
return
|
||||
facing = atan2(-deck_direction.x, -deck_direction.z)
|
||||
rotation.y = facing
|
||||
viewer_facing_valid = false
|
||||
|
||||
|
||||
func animate(delta: float) -> void:
|
||||
animation_time += delta
|
||||
var t := animation_time
|
||||
for part in arms + legs:
|
||||
part.rotation = Vector3.ZERO
|
||||
torso.position = Vector3.ZERO
|
||||
torso.rotation = Vector3.ZERO
|
||||
head.rotation = Vector3.ZERO
|
||||
match animation_state:
|
||||
"run":
|
||||
for i in range(legs.size()):
|
||||
legs[i].rotation.x = sin(t * 14.0 + i * PI) * 0.65
|
||||
for i in range(arms.size()):
|
||||
arms[i].rotation.x = sin(t * 14.0 + i * PI + PI) * 0.5
|
||||
torso.position.y = absf(sin(t * 14.0)) * 0.004
|
||||
torso.rotation.x = -0.12
|
||||
if species == "slug":
|
||||
torso.scale.z = 1.0 + sin(t * 9.0) * 0.08
|
||||
"work":
|
||||
arms[0].rotation.x = 0.9 + sin(t * 5.0) * 0.14
|
||||
arms[1].rotation.x = 0.9 + sin(t * 5.0 + PI) * 0.14
|
||||
head.rotation.x = -0.12
|
||||
"repair":
|
||||
arms[0].rotation.x = 0.8
|
||||
arms[1].rotation.x = 1.0 + sin(t * 11.0) * 0.45
|
||||
torso.rotation.x = -0.2
|
||||
torso.position.y = -0.005
|
||||
head.rotation.x = -0.18
|
||||
"fight":
|
||||
arms[0].rotation.x = 0.9 + sin(t * 9.0) * 0.65
|
||||
arms[1].rotation.x = 0.9 + sin(t * 9.0 + PI) * 0.65
|
||||
torso.rotation.y = sin(t * 9.0) * 0.12
|
||||
torso.position.z = sin(t * 9.0) * 0.004
|
||||
_:
|
||||
head.rotation.y = sin(t * 1.4) * 0.06
|
||||
torso.position.y = sin(t * 2.0) * 0.001
|
||||
if animation_state != "run":
|
||||
torso.scale.z = 1.0
|
||||
rotation.y = facing
|
||||
|
||||
|
||||
func _b(x: float, y: float, z: float, w: float, h: float, d: float, color: Color) -> Array:
|
||||
return Voxels.block(Vector3(x, y, z) * UNIT, Vector3(w, h, d) * UNIT, color)
|
||||
|
||||
|
||||
static func canonical_species(race: String) -> String:
|
||||
return {"zoltan": "energy", "anaerobic": "lanius"}.get(race.to_lower(), race.to_lower())
|
||||
@@ -0,0 +1 @@
|
||||
uid://bbm2s2addmmih
|
||||
@@ -0,0 +1,247 @@
|
||||
extends Node3D
|
||||
|
||||
const Voxels = preload("res://scripts/voxel_mesh.gd")
|
||||
const UNIT := 0.01
|
||||
const STEEL := Color("a5b8be")
|
||||
const RIM := Color("d3dcda")
|
||||
const DARK := Color("354b59")
|
||||
const BLACK := Color("182832")
|
||||
const BRASS := Color("c6ac75")
|
||||
static var body_meshes: Dictionary = {}
|
||||
static var body_material: StandardMaterial3D
|
||||
var drone_name := ""
|
||||
var kind := "combat"
|
||||
var family := "combat"
|
||||
var is_space := true
|
||||
var body: MeshInstance3D
|
||||
var thruster: MeshInstance3D
|
||||
var emitter: MeshInstance3D
|
||||
var tool: MeshInstance3D
|
||||
var live_data: Dictionary = {}
|
||||
var animation_time := 0.0
|
||||
var firing := false
|
||||
|
||||
|
||||
static func model_family(data: Dictionary) -> String:
|
||||
# Species and blueprint names are native identifiers, independent of the
|
||||
# player's language. Crew drone names can be translated or renamed.
|
||||
var identity := (str(data.get("kind", "")) + " " + str(data.get("species", "")) + " " + str(data.get("name", ""))).to_lower()
|
||||
if not bool(data.get("is_space", true)):
|
||||
match str(data.get("species", "")).to_lower():
|
||||
"repair": return "repair"
|
||||
"battle", "boarder": return "battle"
|
||||
"ion": return "ion_boarder"
|
||||
if identity.contains("ion"): return "ion_boarder"
|
||||
if identity.contains("battle") or identity.contains("board") or identity.contains("anti_person"): return "battle"
|
||||
return "repair"
|
||||
if identity.contains("hack"): return "hacking"
|
||||
if identity.contains("anti") and identity.contains("drone"): return "anti_drone"
|
||||
if identity.contains("shield"): return "shield"
|
||||
if identity.contains("board") or identity.contains("ion"): return "boarding"
|
||||
if identity.contains("defense") or identity.contains("defence"): return "defense"
|
||||
if identity.contains("beam"): return "beam"
|
||||
return "combat"
|
||||
|
||||
|
||||
func build(data: Dictionary) -> void:
|
||||
for child in get_children():
|
||||
remove_child(child)
|
||||
child.queue_free()
|
||||
drone_name = str(data.get("name", ""))
|
||||
kind = str(data.get("kind", "combat")).to_lower()
|
||||
is_space = bool(data.get("is_space", true))
|
||||
family = model_family(data)
|
||||
animation_time = 0.0
|
||||
var mark_two := drone_name.ends_with("_2") and family in ["combat", "defense"]
|
||||
var cache_key := family + ("_2" if mark_two else "")
|
||||
if not body_meshes.has(cache_key):
|
||||
var source := Voxels.make(_body_blocks(mark_two))
|
||||
body_meshes[cache_key] = source.mesh
|
||||
if body_material == null:
|
||||
body_material = source.material_override
|
||||
source.free()
|
||||
body = MeshInstance3D.new()
|
||||
body.name = "Body"
|
||||
body.mesh = body_meshes[cache_key]
|
||||
body.material_override = body_material
|
||||
add_child(body)
|
||||
var exhaust: Array = []
|
||||
var lights: Array = []
|
||||
var glow := Color("69d8fa")
|
||||
if is_space:
|
||||
if family == "boarding":
|
||||
exhaust = [_b(-8.0, 0, -2.5, 2.8, 1.5, 1.5, glow), _b(-8.0, 0, 2.5, 2.8, 1.5, 1.5, glow)]
|
||||
elif family == "shield":
|
||||
exhaust = [_b(-6.6, -1.3, 0, 2.0, 1.0, 2.4, glow)]
|
||||
elif family == "hacking":
|
||||
exhaust = [_b(-5.4, 0, 0, 2.0, 1.2, 2.0, glow)]
|
||||
else:
|
||||
for side in [-1.0, 1.0]:
|
||||
exhaust.append(_b(-8.4, -0.5, side * 5.4, 2.4, 1.2, 1.8, glow))
|
||||
match family:
|
||||
"combat":
|
||||
glow = Color("f2725b")
|
||||
for z in ([-1.8, 1.8] if mark_two else [0.0]): lights.append(_b(13.2, 0.3, z, 0.6, 1.3, 1.3, glow))
|
||||
"beam":
|
||||
glow = Color("ffdc76")
|
||||
lights = [_b(13.0, 0, 0, 0.6, 1.0, 3.7, glow)]
|
||||
"defense", "anti_drone":
|
||||
glow = Color("98e5aa")
|
||||
for z in ([-1.5, 1.5] if mark_two else [0.0]): lights.append(_b(10.7, 2.4, z, 0.6, 1.3, 1.3, glow))
|
||||
"hacking":
|
||||
glow = Color("b591e0")
|
||||
lights = [_b(0, 2.6, 0, 2.6, 0.4, 2.6, glow)]
|
||||
"shield":
|
||||
for side in [-1.0, 1.0]:
|
||||
lights.append(_b(0, 1.4, side * 6.2, 4.2, 0.4, 2.0, glow))
|
||||
lights.append(_b(side * 6.2, 1.4, 0, 2.0, 0.4, 4.2, glow))
|
||||
"boarding": lights = [_b(8.3, 0, 0, 0.5, 1.5, 2.5, Color("e69468"))]
|
||||
else:
|
||||
glow = Color("ef736a") if family == "battle" else Color("7fdafa")
|
||||
lights = [_b(0, 9.0, -3.0, 2.8, 0.7, 0.3, glow)]
|
||||
thruster = _glow_mesh(exhaust, Color("69d8fa"))
|
||||
thruster.name = "Exhaust"
|
||||
add_child(thruster)
|
||||
emitter = _glow_mesh(lights, glow)
|
||||
emitter.name = "Emitter"
|
||||
add_child(emitter)
|
||||
tool = null
|
||||
if not is_space:
|
||||
var tool_blocks: Array
|
||||
if family == "repair":
|
||||
tool_blocks = [_b(0, -0.5, 0, 0.9, 3.0, 1.0, STEEL), _b(0, -2.1, -0.7, 2.4, 0.7, 1.3, BRASS),
|
||||
_b(-0.9, -2.6, -0.8, 0.5, 1.1, 1.3, RIM), _b(0.9, -2.6, -0.8, 0.5, 1.1, 1.3, RIM)]
|
||||
else:
|
||||
tool_blocks = [_b(0, -1.2, 0, 1.8, 3.0, 2.0, DARK), _b(0, -2.4, -1.0, 2.7, 1.0, 3.0, STEEL),
|
||||
_b(-1.0, -2.9, -2.0, 0.6, 1.1, 1.7, RIM), _b(1.0, -2.9, -2.0, 0.6, 1.1, 1.7, RIM)]
|
||||
tool = Voxels.make(tool_blocks)
|
||||
tool.name = "Tool"
|
||||
tool.position = Vector3(5.2, 6.3, 0) * UNIT
|
||||
add_child(tool)
|
||||
set_live(data)
|
||||
|
||||
|
||||
func _body_blocks(mark_two: bool) -> Array:
|
||||
var blocks: Array = []
|
||||
if not is_space:
|
||||
# Repair: wheeled service robot and wrench. Battle: an armored torso,
|
||||
# articulated claws and feet. Ion boarder: conductive antenna vanes.
|
||||
var armored := family != "repair"
|
||||
blocks = [_b(0, 5.0, 0, 6.4 if armored else 5.5, 5.0, 4.8, STEEL),
|
||||
_b(0, 3.0, 0, 6.8 if armored else 5.8, 1.0, 5.0, DARK),
|
||||
_b(0, 8.8, 0, 4.7, 2.5, 5.2, DARK), _b(0, 10.0, 0.5, 5.2, 0.6, 4.2, STEEL),
|
||||
_b(0, 9.0, -2.8, 3.5, 1.5, 0.4, BLACK), _b(0, 5.2, -2.6, 2.8, 2.0, 0.5, DARK)]
|
||||
for side in [-1.0, 1.0]:
|
||||
blocks.append(_b(side * 4.1, 6.6, 0, 2.0, 2.0, 3.0, BRASS if not armored else STEEL))
|
||||
blocks.append(_b(side * 5.2, 5.2, 0, 0.9, 2.0, 1.2, DARK))
|
||||
if armored:
|
||||
blocks.append(_b(side * 2.0, 1.8, 0, 1.8, 2.5, 2.0, DARK))
|
||||
blocks.append(_b(side * 2.0, 0.6, -0.8, 2.4, 1.2, 4.1, STEEL))
|
||||
blocks.append(_b(side * 4.3, 6.6, -0.5, 2.7, 1.2, 3.8, RIM))
|
||||
else:
|
||||
blocks.append(_b(side * 2.7, 1.0, 0, 1.8, 2.0, 5.5, DARK))
|
||||
for z in [-1.8, 0.0, 1.8]: blocks.append(_b(side * 3.7, 1.0, z, 0.3, 1.3, 0.7, RIM))
|
||||
blocks.append(_b(-5.1, 3.7, -0.7, 1.4, 1.2, 2.8, STEEL))
|
||||
if family == "ion_boarder":
|
||||
for side in [-1.0, 1.0]:
|
||||
blocks.append(_b(side * 2.0, 11.2, 0, 0.8, 2.0, 2.3, Color("6aa8c5")))
|
||||
blocks.append(_b(side * 3.2, 5.4, -2.9, 0.6, 3.8, 0.8, Color("6aa8c5")))
|
||||
return blocks
|
||||
match family:
|
||||
"hacking":
|
||||
blocks = [_b(0, 0, 0, 8.5, 3.7, 8.5, DARK), _b(0, 1.7, 0, 5.8, 1.5, 5.8, STEEL),
|
||||
_b(0, 2.5, 0, 3.5, 0.6, 3.5, BLACK), _b(-4.5, 0, 0, 2.2, 2.8, 2.8, STEEL)]
|
||||
for side in [-1.0, 1.0]:
|
||||
for end in [-1.0, 1.0]:
|
||||
blocks.append(_b(side * 4.8, -0.5, end * 4.2, 2.0, 1.3, 3.2, STEEL))
|
||||
blocks.append(_b(side * 5.2, -2.5, end * 5.4, 1.1, 3.2, 1.1, BRASS))
|
||||
blocks.append(_b(side * 4.7, -4.0, end * 5.4, 2.1, 0.7, 1.3, DARK))
|
||||
"shield":
|
||||
blocks = [_b(0, -0.6, 0, 6.0, 3.0, 6.0, DARK), _b(0, 1.0, 0, 3.0, 1.0, 3.0, STEEL)]
|
||||
for side in [-1.0, 1.0]:
|
||||
blocks.append(_b(0, 0, side * 6.2, 7.2, 2.0, 4.2, STEEL))
|
||||
blocks.append(_b(side * 6.2, 0, 0, 4.2, 2.0, 7.2, STEEL))
|
||||
blocks.append(_b(0, 1.1, side * 6.2, 5.0, 0.5, 2.8, DARK))
|
||||
blocks.append(_b(side * 6.2, 1.1, 0, 2.8, 0.5, 5.0, DARK))
|
||||
blocks.append(_b(side * 4.7, -1.0, side * 4.7, 2.8, 0.8, 2.8, BRASS))
|
||||
"boarding":
|
||||
blocks = [_b(-1, 0, 0, 13.0, 5.0, 7.0, STEEL), _b(4.7, 0, 0, 5.0, 4.0, 6.0, DARK),
|
||||
_b(7.7, 0, 0, 1.2, 3.0, 4.0, BRASS), _b(-6.0, 0, 0, 2.0, 6.0, 8.5, DARK),
|
||||
_b(-1, 2.7, 0, 7.0, 0.7, 4.0, RIM)]
|
||||
for side in [-1.0, 1.0]:
|
||||
blocks.append(_b(-2.0, -0.5, side * 4.6, 8.0, 1.0, 2.4, DARK))
|
||||
blocks.append(_b(-6.6, 0, side * 2.5, 2.5, 2.5, 2.4, STEEL))
|
||||
blocks.append(_b(3.5, 0, side * 3.4, 0.7, 4.0, 1.0, BRASS))
|
||||
_:
|
||||
blocks = [_b(-1.5, -1.4, 0, 12.0, 2.0, 8.0, DARK), _b(-1.0, 0, 0, 11.0, 3.8, 7.0, STEEL),
|
||||
_b(-2.2, 2.2, 0, 6.0, 1.1, 5.0, RIM), _b(-6.5, 0, 0, 2.0, 3.0, 6.5, DARK)]
|
||||
for side in [-1.0, 1.0]:
|
||||
blocks.append(_b(-2.8, -0.7, side * 4.4, 7.6, 1.1, 3.0, DARK))
|
||||
blocks.append(_b(-4.5, -0.3, side * 5.4, 6.4, 2.6, 3.0, STEEL))
|
||||
blocks.append(_b(-7.4, -0.3, side * 5.4, 1.0, 2.2, 2.6, BLACK))
|
||||
blocks.append(_b(-2.5, 1.2, side * 5.4, 1.0, 0.5, 2.8, BRASS))
|
||||
for x in [-4.2, -2.8, -1.4]: blocks.append(_b(x, 1.5, side * 2.6, 0.5, 0.5, 1.1, DARK))
|
||||
match family:
|
||||
"beam":
|
||||
blocks.append(_b(5.4, 0, 0, 10.0, 2.0, 4.5, DARK))
|
||||
for side in [-1.0, 1.0]:
|
||||
blocks.append(_b(9.0, 0, side * 2.9, 7.0, 2.5, 1.3, BRASS))
|
||||
blocks.append(_b(12.0, 0, side * 2.9, 1.0, 3.2, 1.8, RIM))
|
||||
blocks.append(_b(3.1, 1.4, 0, 2.5, 0.8, 4.0, BRASS))
|
||||
"defense", "anti_drone":
|
||||
blocks.append(_b(1.3, 2.0, 0, 5.8, 2.0, 5.8, DARK))
|
||||
blocks.append(_b(1.3, 3.1, 0, 4.2, 0.6, 4.2, STEEL))
|
||||
for z in ([-1.5, 1.5] if mark_two else [0.0]):
|
||||
blocks.append(_b(6.0, 2.4, z, 8.0, 1.3, 1.3, DARK))
|
||||
blocks.append(_b(9.7, 2.4, z, 1.2, 2.0, 2.0, RIM))
|
||||
for side in [-1.0, 1.0]:
|
||||
blocks.append(_b(-1.5, 0, side * 8.0, 9.0, 0.8, 2.0, BRASS))
|
||||
blocks.append(_b(-4.7, 2.0, side * 5.4, 0.5, 4.0, 0.5, DARK))
|
||||
if family == "anti_drone":
|
||||
blocks.append(_b(4.5, 1.7, -4.2, 7.0, 1.0, 1.0, BRASS))
|
||||
blocks.append(_b(4.5, 1.7, 4.2, 7.0, 1.0, 1.0, BRASS))
|
||||
_:
|
||||
for z in ([-1.8, 1.8] if mark_two else [0.0]):
|
||||
blocks.append(_b(7.3, 0.3, z, 10.5, 2.0, 2.0, DARK))
|
||||
blocks.append(_b(11.7, 0.3, z, 1.4, 3.0, 3.0, RIM))
|
||||
blocks.append(_b(4.0, 0.7, 0, 1.2, 4.0, 6.0, BRASS))
|
||||
return blocks
|
||||
|
||||
|
||||
func set_live(data: Dictionary) -> void:
|
||||
live_data = data
|
||||
visible = not bool(data.get("dead", false)) and (bool(data.get("deployed", false)) or not is_space)
|
||||
var powered := bool(data.get("powered", true))
|
||||
firing = bool(data.get("firing", false)) if is_space else bool(data.get("fighting", false))
|
||||
thruster.visible = is_space and visible and powered
|
||||
emitter.visible = visible and powered
|
||||
var material: StandardMaterial3D = emitter.material_override
|
||||
material.emission_energy_multiplier = 1.5 if firing else 0.25
|
||||
|
||||
|
||||
func animate(delta: float) -> void:
|
||||
animation_time += delta
|
||||
if thruster.visible:
|
||||
thruster.scale.x = 0.88 + sin(animation_time * 28.0) * 0.12
|
||||
if tool != null:
|
||||
tool.rotation.x = 0.0
|
||||
if firing:
|
||||
tool.rotation.x = 0.7 + sin(animation_time * 9.0) * 0.5
|
||||
elif bool(live_data.get("repairing", false)):
|
||||
tool.rotation.x = 0.55 + sin(animation_time * 11.0) * 0.35
|
||||
|
||||
|
||||
func _glow_mesh(blocks: Array, color: Color) -> MeshInstance3D:
|
||||
# Interior robots have no exhaust; keep a harmless hidden mesh for the
|
||||
# shared animation interface rather than creating an empty surface.
|
||||
if blocks.is_empty(): blocks = [_b(0, 0, 0, 0.1, 0.1, 0.1, color)]
|
||||
var node := Voxels.make(blocks)
|
||||
var material: StandardMaterial3D = node.material_override
|
||||
material.emission_enabled = true
|
||||
material.emission = color
|
||||
material.emission_energy_multiplier = 1.5
|
||||
return node
|
||||
|
||||
|
||||
func _b(x: float, y: float, z: float, w: float, h: float, d: float, color: Color) -> Array:
|
||||
return Voxels.block(Vector3(x, y, z) * UNIT, Vector3(w, h, d) * UNIT, color)
|
||||
@@ -0,0 +1 @@
|
||||
uid://cyhvbhf12ndf6
|
||||
@@ -0,0 +1,33 @@
|
||||
extends RefCounted
|
||||
|
||||
# A model part is one mesh, regardless of how many colored blocks it contains.
|
||||
static func make(blocks: Array) -> MeshInstance3D:
|
||||
var surface := SurfaceTool.new()
|
||||
surface.begin(Mesh.PRIMITIVE_TRIANGLES)
|
||||
for block in blocks:
|
||||
var center: Vector3 = block[0]
|
||||
var half: Vector3 = Vector3(block[1]) * 0.5
|
||||
var color: Color = block[2]
|
||||
var corners := [center + Vector3(-half.x, -half.y, -half.z),
|
||||
center + Vector3(half.x, -half.y, -half.z), center + Vector3(half.x, half.y, -half.z),
|
||||
center + Vector3(-half.x, half.y, -half.z), center + Vector3(-half.x, -half.y, half.z),
|
||||
center + Vector3(half.x, -half.y, half.z), center + Vector3(half.x, half.y, half.z),
|
||||
center + Vector3(-half.x, half.y, half.z)]
|
||||
for face in [[0, 3, 2, 1], [5, 6, 7, 4], [4, 7, 3, 0], [1, 2, 6, 5], [3, 7, 6, 2], [4, 0, 1, 5]]:
|
||||
var normal: Vector3 = (corners[face[1]] - corners[face[0]]).cross(corners[face[2]] - corners[face[0]]).normalized()
|
||||
for index in [0, 1, 2, 0, 2, 3]:
|
||||
surface.set_color(color)
|
||||
surface.set_normal(normal)
|
||||
surface.add_vertex(corners[face[index]])
|
||||
var node := MeshInstance3D.new()
|
||||
node.mesh = surface.commit()
|
||||
var material := StandardMaterial3D.new()
|
||||
material.vertex_color_use_as_albedo = true
|
||||
material.roughness = 0.88
|
||||
material.cull_mode = BaseMaterial3D.CULL_DISABLED
|
||||
node.material_override = material
|
||||
return node
|
||||
|
||||
|
||||
static func block(center: Vector3, size: Vector3, color: Color) -> Array:
|
||||
return [center, size, color]
|
||||
@@ -0,0 +1 @@
|
||||
uid://1a3ux30lk6yx
|
||||
@@ -0,0 +1,183 @@
|
||||
extends Node3D
|
||||
|
||||
const Voxels = preload("res://scripts/voxel_mesh.gd")
|
||||
var kind := "laser"
|
||||
var weapon_name := ""
|
||||
var body: Node3D
|
||||
var emitter: MeshInstance3D
|
||||
var charge_strip: MeshInstance3D
|
||||
var charge_fill: MeshInstance3D
|
||||
var charge_pips: Array[MeshInstance3D] = []
|
||||
var charge_level := 0
|
||||
var charge_max := 1
|
||||
var live_signature := ""
|
||||
var muzzle_color := Color.WHITE
|
||||
var charge := 0.0
|
||||
var powered := false
|
||||
var recoil := 0.0
|
||||
var last_firing := false
|
||||
|
||||
|
||||
func build(data: Dictionary) -> void:
|
||||
for child in get_children():
|
||||
remove_child(child)
|
||||
child.queue_free()
|
||||
charge_pips.clear()
|
||||
live_signature = ""
|
||||
last_firing = false
|
||||
recoil = 0.0
|
||||
kind = canonical_kind(str(data.get("kind", "laser")))
|
||||
weapon_name = str(data.get("name", ""))
|
||||
body = Node3D.new()
|
||||
add_child(body)
|
||||
var steel := Color("778e9b")
|
||||
var dark := Color("293944")
|
||||
var black := Color("141f28")
|
||||
var rim := Color("c2ccd0")
|
||||
var blocks := [Voxels.block(Vector3(0, 0.0, 0), Vector3(0.12, 0.035, 0.12), dark),
|
||||
Voxels.block(Vector3(0, -0.065, 0), Vector3(0.06, 0.115, 0.06), steel),
|
||||
Voxels.block(Vector3(0, -0.13, 0), Vector3(0.14, 0.015, 0.12), dark),
|
||||
Voxels.block(Vector3(-0.047, 0.007, 0), Vector3(0.013, 0.048, 0.086), rim)]
|
||||
var glow := Color("ef4940")
|
||||
var emitter_position := Vector3(0.171, 0.047, 0)
|
||||
var emitter_size := Vector3(0.008, 0.023, 0.025)
|
||||
var emitter_blocks: Array = []
|
||||
match kind:
|
||||
"missile":
|
||||
blocks.append(Voxels.block(Vector3(0.01, 0.048, 0), Vector3(0.17, 0.075, 0.118), steel))
|
||||
blocks.append(Voxels.block(Vector3(-0.06, 0.052, 0), Vector3(0.026, 0.099, 0.135), dark))
|
||||
for z in [-0.028, 0.028]:
|
||||
blocks.append(Voxels.block(Vector3(0.098, 0.05, z), Vector3(0.025, 0.050, 0.049), rim))
|
||||
blocks.append(Voxels.block(Vector3(0.112, 0.05, z), Vector3(0.006, 0.035, 0.033), black))
|
||||
blocks.append(Voxels.block(Vector3(-0.04, 0.091, z), Vector3(0.10, 0.013, 0.015), Color("e3ae68")))
|
||||
emitter_blocks.append(Voxels.block(Vector3(0.117, 0.05, z), Vector3(0.008, 0.027, 0.027), Color("ffbf5c")))
|
||||
emitter_position = Vector3(0.117, 0.05, 0)
|
||||
emitter_size = Vector3(0.008, 0.011, 0.077)
|
||||
glow = Color("ffbf5c")
|
||||
"beam":
|
||||
blocks.append(Voxels.block(Vector3(0.0, 0.044, 0), Vector3(0.12, 0.065, 0.08), steel))
|
||||
blocks.append(Voxels.block(Vector3(0.075, 0.064, 0), Vector3(0.15, 0.028, 0.10), dark))
|
||||
for z in [-0.045, 0.045]:
|
||||
blocks.append(Voxels.block(Vector3(0.13, 0.054, z), Vector3(0.12, 0.045, 0.018), rim))
|
||||
blocks.append(Voxels.block(Vector3(0.152, 0.056, z), Vector3(0.017, 0.061, 0.028), Color("a79566")))
|
||||
blocks.append(Voxels.block(Vector3(-0.032, 0.066, 0), Vector3(0.038, 0.024, 0.10), rim))
|
||||
emitter_position = Vector3(0.17, 0.055, 0)
|
||||
emitter_size = Vector3(0.011, 0.025, 0.062)
|
||||
glow = Color("ffdd75")
|
||||
"bomb":
|
||||
blocks.append(Voxels.block(Vector3(0, 0.06, 0), Vector3(0.12, 0.10, 0.10), steel))
|
||||
blocks.append(Voxels.block(Vector3(0.075, 0.06, 0), Vector3(0.055, 0.07, 0.075), dark))
|
||||
for z in [-0.06, 0.06]:
|
||||
blocks.append(Voxels.block(Vector3(0, 0.06, z), Vector3(0.065, 0.07, 0.018), Color("b591b7")))
|
||||
blocks.append(Voxels.block(Vector3(0.039, 0.073, 0), Vector3(0.014, 0.087, 0.098), rim))
|
||||
blocks.append(Voxels.block(Vector3(0.008, 0.106, 0), Vector3(0.049, 0.016, 0.049), dark))
|
||||
emitter_position = Vector3(0.109, 0.062, 0)
|
||||
emitter_size = Vector3(0.011, 0.039, 0.040)
|
||||
glow = Color("cf83ff")
|
||||
"ion":
|
||||
blocks.append(Voxels.block(Vector3(0, 0.04, 0), Vector3(0.115, 0.06, 0.09), steel))
|
||||
for x in [0.045, 0.075, 0.105]:
|
||||
blocks.append(Voxels.block(Vector3(x, 0.044, 0), Vector3(0.018, 0.075, 0.075), Color("548dba")))
|
||||
blocks.append(Voxels.block(Vector3(x, 0.084, 0), Vector3(0.016, 0.006, 0.059), rim))
|
||||
blocks.append(Voxels.block(Vector3(0.083, 0.044, 0), Vector3(0.12, 0.025, 0.025), dark))
|
||||
blocks.append(Voxels.block(Vector3(0.146, 0.044, 0), Vector3(0.016, 0.045, 0.045), dark))
|
||||
emitter_position = Vector3(0.155, 0.044, 0)
|
||||
emitter_size = Vector3(0.006, 0.028, 0.028)
|
||||
glow = Color("6ae0ff")
|
||||
"flak":
|
||||
blocks.append(Voxels.block(Vector3(0, 0.048, 0), Vector3(0.12, 0.075, 0.115), steel))
|
||||
for z in [-0.038, 0.0, 0.038]:
|
||||
blocks.append(Voxels.block(Vector3(0.098, 0.05, z), Vector3(0.145, 0.027, 0.027), dark))
|
||||
blocks.append(Voxels.block(Vector3(0.157, 0.05, z), Vector3(0.022, 0.035, 0.035), rim))
|
||||
emitter_blocks.append(Voxels.block(Vector3(0.170, 0.05, z), Vector3(0.006, 0.018, 0.018), Color("f9a451")))
|
||||
for z in [-0.070, 0.070]:
|
||||
blocks.append(Voxels.block(Vector3(-0.024, 0.041, z), Vector3(0.082, 0.057, 0.028), Color("988e72")))
|
||||
emitter_position = Vector3(0.170, 0.05, 0)
|
||||
emitter_size = Vector3(0.006, 0.018, 0.090)
|
||||
glow = Color("f9a451")
|
||||
_:
|
||||
blocks.append(Voxels.block(Vector3(0, 0.041, 0), Vector3(0.13, 0.065, 0.085), steel))
|
||||
var barrels := 2 if weapon_name.contains("BURST") or weapon_name.contains("DUAL") else 1
|
||||
for i in range(barrels):
|
||||
var z := (i - (barrels - 1) * 0.5) * 0.043
|
||||
blocks.append(Voxels.block(Vector3(0.10, 0.047, z), Vector3(0.14, 0.033, 0.026), dark))
|
||||
blocks.append(Voxels.block(Vector3(0.165, 0.047, z), Vector3(0.02, 0.046, 0.04), rim))
|
||||
emitter_blocks.append(Voxels.block(Vector3(0.176, 0.047, z), Vector3(0.007, 0.025, 0.026), glow))
|
||||
blocks.append(Voxels.block(Vector3(-0.025, 0.079, 0), Vector3(0.07, 0.013, 0.055), Color("a06155")))
|
||||
blocks.append(Voxels.block(Vector3(0.074, 0.046, 0), Vector3(0.019, 0.055, 0.094), steel))
|
||||
if weapon_name.contains("HEAVY"):
|
||||
blocks.append(Voxels.block(Vector3(0.122, 0.047, 0), Vector3(0.086, 0.057, 0.071), steel))
|
||||
# Cooling fins and a green charge strip on the upper armor remain readable
|
||||
# from a tabletop angle, rather than a subtle glow hidden inside a barrel.
|
||||
for x in [-0.052, -0.035, -0.018]:
|
||||
for z in [-0.052, 0.052]:
|
||||
blocks.append(Voxels.block(Vector3(x, 0.037, z), Vector3(0.008, 0.055, 0.012), rim))
|
||||
for x in [-0.046, 0.049]:
|
||||
blocks.append(Voxels.block(Vector3(x, 0.101, 0), Vector3(0.014, 0.043, 0.034), steel))
|
||||
body.add_child(Voxels.make(blocks))
|
||||
muzzle_color = glow
|
||||
if emitter_blocks.is_empty():
|
||||
emitter_blocks.append(Voxels.block(emitter_position, emitter_size, glow))
|
||||
emitter = Voxels.make(emitter_blocks)
|
||||
var material: StandardMaterial3D = emitter.material_override
|
||||
material.emission_enabled = true
|
||||
material.emission = glow
|
||||
material.emission_energy_multiplier = 0.0
|
||||
body.add_child(emitter)
|
||||
charge_strip = Voxels.make([Voxels.block(Vector3(0.004, 0.122, 0), Vector3(0.125, 0.012, 0.047), dark),
|
||||
Voxels.block(Vector3(0.004, 0.129, -0.024), Vector3(0.127, 0.005, 0.006), rim),
|
||||
Voxels.block(Vector3(0.004, 0.129, 0.024), Vector3(0.127, 0.005, 0.006), rim)])
|
||||
body.add_child(charge_strip)
|
||||
charge_fill = _indicator(Vector3.ZERO, Vector3(1.0, 0.006, 0.033))
|
||||
charge_fill.position.y = 0.131
|
||||
body.add_child(charge_fill)
|
||||
charge_max = clampi(int(data.get("charge_max", 1)), 1, 8)
|
||||
if charge_max > 1:
|
||||
for i in range(charge_max):
|
||||
var pip := _indicator(Vector3.ZERO, Vector3(0.014, 0.007, 0.013))
|
||||
pip.position = Vector3(-0.046 + i * 0.018, 0.134, -0.037)
|
||||
body.add_child(pip)
|
||||
charge_pips.append(pip)
|
||||
set_live(data)
|
||||
|
||||
|
||||
func _indicator(center: Vector3, size: Vector3) -> MeshInstance3D:
|
||||
var indicator: MeshInstance3D = Voxels.make([Voxels.block(center, size, Color.WHITE)])
|
||||
var material: StandardMaterial3D = indicator.material_override
|
||||
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
material.emission_enabled = true
|
||||
material.emission = Color("84dc7c")
|
||||
material.emission_energy_multiplier = 0.3
|
||||
return indicator
|
||||
|
||||
|
||||
func set_live(data: Dictionary) -> void:
|
||||
powered = bool(data.get("powered", false))
|
||||
charge = clampf(float(data.get("charge_fraction", float(data.get("charge", 0)) / maxf(float(data.get("cooldown", 1)), 0.001))), 0.0, 1.0)
|
||||
charge_level = clampi(int(data.get("charge_level", 0)), 0, charge_max)
|
||||
var firing := bool(data.get("firing", false))
|
||||
if firing and not last_firing:
|
||||
recoil = 0.018
|
||||
last_firing = firing
|
||||
var next := str(powered) + ":" + str(charge) + ":" + str(charge_level)
|
||||
if live_signature != next:
|
||||
live_signature = next
|
||||
var material: StandardMaterial3D = emitter.material_override
|
||||
material.emission_energy_multiplier = (0.15 + charge * 1.8) if powered else 0.0
|
||||
emitter.visible = powered
|
||||
charge_fill.visible = powered and charge > 0.001
|
||||
charge_fill.scale.x = maxf(0.001, charge * 0.11)
|
||||
charge_fill.position.x = -0.051 + charge * 0.055
|
||||
var indicator_material: StandardMaterial3D = charge_fill.material_override
|
||||
indicator_material.albedo_color = Color("92e87d") if charge > 0.995 else Color("b8d97a")
|
||||
for i in range(charge_pips.size()):
|
||||
charge_pips[i].material_override.albedo_color = Color("92e87d") if powered and i < charge_level else Color("2a4245")
|
||||
|
||||
|
||||
func animate(delta: float) -> void:
|
||||
recoil = maxf(0.0, recoil - delta * 0.12)
|
||||
body.position.x = -recoil
|
||||
|
||||
|
||||
static func canonical_kind(native_kind: String) -> String:
|
||||
return {"missiles": "missile", "burst": "flak"}.get(native_kind.to_lower(), native_kind.to_lower())
|
||||
@@ -0,0 +1 @@
|
||||
uid://d4fvj2g2umjrg
|
||||
@@ -0,0 +1,76 @@
|
||||
extends SceneTree
|
||||
|
||||
const BEAMS := 12
|
||||
const SAMPLES := 120
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
call_deferred("_run")
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
Engine.max_fps = 90
|
||||
var stage := Node3D.new()
|
||||
root.add_child(stage)
|
||||
var camera := Camera3D.new()
|
||||
stage.add_child(camera)
|
||||
camera.position = Vector3(0.0, 1.4, 4.0)
|
||||
camera.look_at(Vector3.ZERO)
|
||||
camera.current = true
|
||||
var effects: Node3D = load("res://scripts/combat_effects.gd").new()
|
||||
stage.add_child(effects)
|
||||
var results := {}
|
||||
for mode in ["mutable_mesh", "unit_transform"]:
|
||||
var phase := Node3D.new()
|
||||
stage.add_child(phase)
|
||||
var segments: Array[MeshInstance3D] = []
|
||||
var changed := {"count": 0}
|
||||
var watched := {}
|
||||
for i in range(BEAMS):
|
||||
var beam: MeshInstance3D = effects._projectile_visual("beam", Color.ORANGE)
|
||||
phase.add_child(beam)
|
||||
for child in beam.get_children():
|
||||
var segment := child as MeshInstance3D
|
||||
if mode == "mutable_mesh":
|
||||
segment.mesh = segment.mesh.duplicate()
|
||||
segments.append(segment)
|
||||
if not watched.has(segment.mesh.get_instance_id()):
|
||||
watched[segment.mesh.get_instance_id()] = true
|
||||
segment.mesh.changed.connect(func(): changed["count"] += 1)
|
||||
var total_us := 0
|
||||
for frame in range(SAMPLES + 20):
|
||||
if frame == 20:
|
||||
changed["count"] = 0
|
||||
var start_us := Time.get_ticks_usec()
|
||||
for i in range(segments.size()):
|
||||
var start := Vector3(-1.5, float(i / 2) * 0.025 - 0.2, 0.0)
|
||||
var end := Vector3(1.5, sin(frame * 0.027 + i * 0.01) * 0.65, cos(frame * 0.023) * 0.28)
|
||||
var radius := 0.004 if i % 2 == 0 else 0.012
|
||||
if mode == "mutable_mesh":
|
||||
_mutable_segment(segments[i], start, end, radius)
|
||||
else:
|
||||
effects._segment(segments[i], start, end, radius)
|
||||
if frame >= 20:
|
||||
total_us += Time.get_ticks_usec() - start_us
|
||||
await process_frame
|
||||
await RenderingServer.frame_post_draw
|
||||
results[mode] = {"cpu_update_us_per_frame": float(total_us) / SAMPLES,
|
||||
"mesh_resource_changes": changed["count"], "mesh_resources": watched.size()}
|
||||
phase.queue_free()
|
||||
await process_frame
|
||||
print("BEAM_BENCHMARK beams=", BEAMS, " samples=", SAMPLES, " ", JSON.stringify(results))
|
||||
quit()
|
||||
|
||||
|
||||
func _mutable_segment(node: MeshInstance3D, start: Vector3, end: Vector3, radius: float) -> void:
|
||||
var direction := end - start
|
||||
var length := direction.length()
|
||||
var axis := direction / length
|
||||
var reference := Vector3.RIGHT if absf(axis.dot(Vector3.UP)) > 0.98 else Vector3.UP
|
||||
var side := reference.cross(axis).normalized()
|
||||
node.global_basis = Basis(side, axis, side.cross(axis))
|
||||
node.global_position = (start + end) * 0.5
|
||||
var mesh := node.mesh as CylinderMesh
|
||||
mesh.height = length
|
||||
mesh.top_radius = radius
|
||||
mesh.bottom_radius = radius
|
||||
@@ -0,0 +1,37 @@
|
||||
extends SceneTree
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
call_deferred("_capture")
|
||||
|
||||
|
||||
func _capture() -> void:
|
||||
var stage := Node3D.new()
|
||||
root.add_child(stage)
|
||||
var world := WorldEnvironment.new()
|
||||
var environment := Environment.new()
|
||||
environment.background_mode = Environment.BG_COLOR
|
||||
environment.background_color = Color(0.002, 0.003, 0.008)
|
||||
environment.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
|
||||
environment.ambient_light_color = Color(0.5, 0.6, 0.75)
|
||||
environment.ambient_light_energy = 0.7
|
||||
world.environment = environment
|
||||
stage.add_child(world)
|
||||
var light := DirectionalLight3D.new()
|
||||
light.rotation_degrees = Vector3(-35.0, 20.0, 0.0)
|
||||
stage.add_child(light)
|
||||
var camera := Camera3D.new()
|
||||
stage.add_child(camera)
|
||||
camera.position = Vector3(0.0, 1.8, 2.0)
|
||||
camera.look_at(Vector3(0.0, 1.8, -1.0))
|
||||
camera.current = true
|
||||
var space: Node3D = load("res://scripts/space_environment.gd").new()
|
||||
stage.add_child(space)
|
||||
space.build()
|
||||
for kind in ["clear", "asteroid", "sun", "storm", "nebula", "pulsar"]:
|
||||
space.apply_state({"hazard": kind})
|
||||
await create_timer(0.3).timeout
|
||||
await RenderingServer.frame_post_draw
|
||||
root.get_texture().get_image().save_png(ProjectSettings.globalize_path("res://local_game_data/environment_%s.png" % kind))
|
||||
print("ENVIRONMENT_CAPTURE PASS")
|
||||
quit()
|
||||
@@ -0,0 +1 @@
|
||||
uid://uxghhh678b68
|
||||
@@ -0,0 +1,36 @@
|
||||
extends SceneTree
|
||||
func _initialize() -> void:
|
||||
call_deferred("run")
|
||||
func run() -> void:
|
||||
var scene: Node3D = load("res://main.tscn").instantiate()
|
||||
root.add_child(scene)
|
||||
await process_frame
|
||||
scene.set_process(false)
|
||||
scene.xr_active = true
|
||||
scene.left_hand.transform = scene.camera.transform
|
||||
scene.nav_panel.transform = Transform3D(Basis.IDENTITY,Vector3(-0.3,-0.05,-1.05))
|
||||
scene.nav_panel.scale = Vector3.ONE * 0.6
|
||||
scene.nav_panel.visible = true
|
||||
scene.right_hand.transform = scene.camera.transform * Transform3D(Basis.IDENTITY,Vector3(0.25,-0.22,-0.3))
|
||||
# A simulated tracked ray uses the same drawing and picking path as XR.
|
||||
var tracker := XRControllerTracker.new()
|
||||
tracker.type = XRServer.TRACKER_CONTROLLER
|
||||
tracker.name = "right_hand"
|
||||
tracker.set_pose("aim",scene.right_hand.transform,Vector3.ZERO,Vector3.ZERO,XRPose.XR_TRACKING_CONFIDENCE_HIGH)
|
||||
XRServer.add_tracker(tracker)
|
||||
for page in ["navigation","shortcuts","help","wheel"]:
|
||||
scene.wheel.visible = page == "wheel"
|
||||
if page == "wheel":
|
||||
scene._refresh_wheel()
|
||||
scene.wheel.global_transform = scene.camera.global_transform
|
||||
scene.wheel.global_position += -scene.camera.global_basis.z * 0.85 + scene.camera.global_basis.x * 0.30
|
||||
scene.wheel.choose(Vector2(0,1))
|
||||
scene.nav_page = page if page != "wheel" else "navigation"
|
||||
scene._refresh_navigation()
|
||||
scene.right_hand.look_at(scene.nav_panel.global_position,Vector3.UP)
|
||||
scene._update_pointer()
|
||||
for i in range(8): await process_frame
|
||||
await RenderingServer.frame_post_draw
|
||||
root.get_texture().get_image().save_png("res://local_game_data/input-"+page+".png")
|
||||
XRServer.remove_tracker(tracker)
|
||||
quit()
|
||||
@@ -0,0 +1 @@
|
||||
uid://bm17rm3w3bb0g
|
||||
@@ -0,0 +1,13 @@
|
||||
extends SceneTree
|
||||
|
||||
func _initialize() -> void:
|
||||
call_deferred("capture")
|
||||
|
||||
func capture() -> void:
|
||||
var scene: Node3D = load("res://main.tscn").instantiate()
|
||||
root.add_child(scene)
|
||||
await create_timer(2.0).timeout
|
||||
await RenderingServer.frame_post_draw
|
||||
root.get_texture().get_image().save_png(ProjectSettings.globalize_path("res://local_game_data/live_preview.png"))
|
||||
print("LIVE_RENDER ready=", scene.bridge_connected, " crew=", scene.player_ship.crew_nodes.size())
|
||||
quit()
|
||||
@@ -0,0 +1 @@
|
||||
uid://w2lkox2jrhi0
|
||||
@@ -0,0 +1,108 @@
|
||||
extends SceneTree
|
||||
|
||||
const CrewModel = preload("res://scripts/voxel_crew.gd")
|
||||
const WeaponModel = preload("res://scripts/voxel_weapon.gd")
|
||||
const ShipModel = preload("res://scripts/ship_model.gd")
|
||||
const DroneModel = preload("res://scripts/voxel_drone.gd")
|
||||
const UiAssets = preload("res://scripts/ftl_ui_assets.gd")
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
call_deferred("_run")
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
root.size = Vector2i(1600, 900)
|
||||
var weapons_only := OS.get_cmdline_user_args().has("--weapons")
|
||||
var drones_only := OS.get_cmdline_user_args().has("--drones")
|
||||
var crew_only := OS.get_cmdline_user_args().has("--crew")
|
||||
var world := Node3D.new()
|
||||
root.add_child(world)
|
||||
var environment := WorldEnvironment.new()
|
||||
var settings := Environment.new()
|
||||
settings.background_mode = Environment.BG_COLOR
|
||||
settings.background_color = Color("111b25")
|
||||
settings.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
|
||||
settings.ambient_light_color = Color("d4e7f2")
|
||||
settings.ambient_light_energy = 0.65
|
||||
environment.environment = settings
|
||||
world.add_child(environment)
|
||||
var light := DirectionalLight3D.new()
|
||||
light.rotation_degrees = Vector3(-40, -30, 0)
|
||||
light.light_energy = 1.6
|
||||
world.add_child(light)
|
||||
var camera := Camera3D.new()
|
||||
camera.projection = Camera3D.PROJECTION_ORTHOGONAL
|
||||
camera.size = 3.0 if drones_only else 2.5 if crew_only else 1.8 if weapons_only else 2.1
|
||||
camera.position = Vector3(0.6, 3.4 if drones_only or crew_only else 2.2, 4.3)
|
||||
world.add_child(camera)
|
||||
camera.look_at(Vector3(0, 0.2, 0.2))
|
||||
if drones_only:
|
||||
var kinds := ["combat", "beam", "defense", "hacking", "shield", "boarding", "anti_drone", "repair", "battle", "ion_boarder"]
|
||||
for i in range(kinds.size()):
|
||||
var drone := DroneModel.new()
|
||||
drone.position = Vector3((i % 5 - 2) * 0.75, 0.22, -0.95 if i < 5 else 0.95)
|
||||
drone.scale = Vector3.ONE * 2.8
|
||||
world.add_child(drone)
|
||||
var exterior: bool = kinds[i] not in ["repair", "battle", "ion_boarder"]
|
||||
drone.build({"kind": kinds[i], "species": kinds[i], "name": str(kinds[i]).to_upper() + "_1", "is_space": exterior,
|
||||
"deployed": true, "powered": true, "repairing": kinds[i] == "repair", "fighting": kinds[i] == "battle"})
|
||||
# Gallery poses are presentation fixtures, not synthetic game state.
|
||||
drone.rotation.y = -0.55 if exterior else PI + 0.2
|
||||
drone.animate(0.3)
|
||||
_label(world, str(kinds[i]).replace("_", " ").to_upper(), drone.position + Vector3(0, -0.16, 0.27))
|
||||
for i in range(CrewModel.SPECIES.size()):
|
||||
if weapons_only or drones_only:
|
||||
break
|
||||
var model := CrewModel.new()
|
||||
model.position = Vector3((i % 4 - 1.5) * (0.78 if crew_only else 0.63), 0.1,
|
||||
(-0.95 if i < 4 else 0.95) if crew_only else (-0.65 if i < 4 else 0.4))
|
||||
model.scale = Vector3.ONE * 3.0
|
||||
world.add_child(model)
|
||||
model.build(CrewModel.SPECIES[i])
|
||||
model.facing = PI + 0.3
|
||||
var states := ["work", "repair", "run", "fight"]
|
||||
var state: String = states[i % 4]
|
||||
model.set_state({"working": state == "work", "repairing": state == "repair", "running": state == "run", "fighting": state == "fight"})
|
||||
model.animate(0.3)
|
||||
model.face_viewer(camera.position - model.position, 1.0)
|
||||
_label(world, str(CrewModel.SPECIES[i]).to_upper() + "\n" + state, model.position + Vector3(0, -0.06, 0.20))
|
||||
for i in range(6):
|
||||
if drones_only or crew_only: break
|
||||
var weapon := WeaponModel.new()
|
||||
weapon.position = Vector3((i % 3 - 1) * 0.88, 0.12, -0.52 if i < 3 else 0.70) if weapons_only else Vector3((i - 2.5) * 0.48, 0.04, 1.35)
|
||||
weapon.scale = Vector3.ONE * (2.8 if weapons_only else 1.8)
|
||||
world.add_child(weapon)
|
||||
var kinds := ["laser", "ion", "beam", "missile", "bomb", "flak"]
|
||||
var fraction := float(i) / 5.0 if weapons_only else 1.0
|
||||
weapon.build({"kind": kinds[i], "powered": true, "charge_fraction": fraction, "charge_max": 4 if kinds[i] == "laser" else 1, "charge_level": 2 if kinds[i] == "laser" else 0})
|
||||
var label := Label3D.new()
|
||||
label.font = UiAssets.font("body")
|
||||
label.outline_size = 0
|
||||
label.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
|
||||
label.text = str(kinds[i]).to_upper() + (" • %d%% CHARGED" % roundi(fraction * 100) if weapons_only else "")
|
||||
label.font_size = 36
|
||||
label.pixel_size = 0.0025
|
||||
label.position = weapon.position + Vector3(0, -0.02, 0.30 if weapons_only else 0.13)
|
||||
label.billboard = BaseMaterial3D.BILLBOARD_ENABLED
|
||||
world.add_child(label)
|
||||
for i in range(12):
|
||||
await process_frame
|
||||
await RenderingServer.frame_post_draw
|
||||
var path := ProjectSettings.globalize_path("res://local_game_data/drone_gallery.png" if drones_only else "res://local_game_data/crew_gallery.png" if crew_only else "res://local_game_data/weapon_gallery.png" if weapons_only else "res://local_game_data/model_gallery.png")
|
||||
root.get_texture().get_image().save_png(path)
|
||||
print("MODEL_CAPTURE ", path)
|
||||
quit()
|
||||
|
||||
|
||||
func _label(world: Node3D, text: String, location: Vector3) -> void:
|
||||
var label := Label3D.new()
|
||||
label.text = text
|
||||
label.font = UiAssets.font("body")
|
||||
label.outline_size = 0
|
||||
label.font_size = 38
|
||||
label.pixel_size = 0.0025
|
||||
label.position = location
|
||||
label.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
|
||||
label.billboard = BaseMaterial3D.BILLBOARD_ENABLED
|
||||
world.add_child(label)
|
||||
@@ -0,0 +1,140 @@
|
||||
extends SceneTree
|
||||
|
||||
const ShipModel = preload("res://scripts/ship_model.gd")
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
call_deferred("_run")
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
root.size = Vector2i(1280, 720)
|
||||
var args := OS.get_cmdline_user_args()
|
||||
var state_path := "res://local_game_data/live_state.json"
|
||||
var output_path := ""
|
||||
for argument in args:
|
||||
if argument.begins_with("--state="):
|
||||
state_path = argument.trim_prefix("--state=")
|
||||
elif argument.begins_with("--output="):
|
||||
output_path = argument.trim_prefix("--output=")
|
||||
var data: Dictionary = JSON.parse_string(FileAccess.get_file_as_string(state_path))
|
||||
var side := "enemy" if args.has("--enemy") else "player"
|
||||
if not data.has(side):
|
||||
push_error("No native %s ship in the current snapshot" % side)
|
||||
quit(1)
|
||||
return
|
||||
var native_ship: Dictionary = data[side]
|
||||
var ship := ShipModel.new()
|
||||
root.add_child(ship)
|
||||
ship.build(str(native_ship.get("asset_key", native_ship.layout)), side == "enemy")
|
||||
ship.inspect_rooms = true
|
||||
ship.apply_live(native_ship)
|
||||
ship.simulation_paused = true
|
||||
var environment := WorldEnvironment.new()
|
||||
var settings := Environment.new()
|
||||
settings.background_mode = Environment.BG_COLOR
|
||||
settings.background_color = Color("101822")
|
||||
settings.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
|
||||
settings.ambient_light_color = Color("d4e7f2")
|
||||
settings.ambient_light_energy = 0.45
|
||||
environment.environment = settings
|
||||
root.add_child(environment)
|
||||
var light := DirectionalLight3D.new()
|
||||
light.rotation_degrees = Vector3(-35, -25, 0)
|
||||
light.light_energy = 1.5
|
||||
root.add_child(light)
|
||||
var camera := Camera3D.new()
|
||||
camera.projection = Camera3D.PROJECTION_ORTHOGONAL
|
||||
camera.size = maxf(2.0, maxf(ship.shield_radii.x, ship.shield_radii.z) * 2.35)
|
||||
var view_center := Vector3(ship.shield_center.x, 0, ship.shield_center.z)
|
||||
camera.position = view_center + Vector3(1.2, 2.3, 2.1)
|
||||
root.add_child(camera)
|
||||
camera.look_at(view_center)
|
||||
ship.set_viewer_position(camera.global_position)
|
||||
for i in range(12):
|
||||
await process_frame
|
||||
await RenderingServer.frame_post_draw
|
||||
var path := ProjectSettings.globalize_path("res://local_game_data/native_models%s_preview.png" % ("_enemy" if side == "enemy" else ""))
|
||||
if not output_path.is_empty():
|
||||
path = ProjectSettings.globalize_path(output_path)
|
||||
root.get_texture().get_image().save_png(path)
|
||||
print("NATIVE_MODEL_CAPTURE ", side, " ", path, " crew=", ship.crew_nodes.size(), " doors=", ship.door_nodes.size(), " drones=", ship.drone_nodes.size(), " hull_voxels=", ship.hull_voxel_count)
|
||||
var weapon_charge_state: Array = []
|
||||
for slot in range(mini(ship.weapon_nodes.size(), native_ship.get("weapons", []).size())):
|
||||
var weapon: Node3D = ship.weapon_nodes[slot]
|
||||
weapon_charge_state.append({"slot": slot, "name": weapon.weapon_name, "powered": weapon.powered,
|
||||
"charge_fraction": weapon.charge, "stored_shots": weapon.charge_level, "stored_max": weapon.charge_max})
|
||||
var door_tiers: Dictionary = {}
|
||||
for door in ship.door_nodes.values():
|
||||
var tier: int = door.get_meta("blast_tier", 0)
|
||||
door_tiers[tier] = int(door_tiers.get(tier, 0)) + 1
|
||||
print("NATIVE_VISUAL_STATE weapons=", weapon_charge_state, " fire_tiles=", ship.room_hazards.fire_points.size(),
|
||||
" breach_tiles=", ship.room_hazards.breach_points.size(), " effective_door_tiers=", door_tiers)
|
||||
var crew_facing: Array = []
|
||||
for miniature in ship.crew_nodes.values():
|
||||
var model: Node3D = miniature.get_node("Model")
|
||||
if model.has_method("face_viewer"):
|
||||
var direction: Vector3 = ship.to_local(camera.global_position) - miniature.position
|
||||
crew_facing.append({"id": miniature.get_meta("crew_id"), "state": model.animation_state,
|
||||
"visible": miniature.visible,
|
||||
"yaw_error": absf(wrapf(model.rotation.y - atan2(-direction.x, -direction.z), -PI, PI)),
|
||||
"body_pitch": model.rotation.x, "body_roll": model.rotation.z})
|
||||
elif model.get("family") != null:
|
||||
crew_facing.append({"id": miniature.get_meta("crew_id"), "drone_family": model.family, "visible": miniature.visible})
|
||||
print("NATIVE_CREW_FACING ", crew_facing)
|
||||
var drone_models: Array = []
|
||||
for native_drone in native_ship.get("drones", []):
|
||||
var drone_id := str(native_drone.get("id", ""))
|
||||
if ship.drone_nodes.has(drone_id):
|
||||
var model: Node3D = ship.drone_nodes[drone_id]
|
||||
drone_models.append({"id": drone_id, "name": model.drone_name, "family": model.family,
|
||||
"position_error": model.position.distance_to(ship.pixel_point(native_drone, 0.3)),
|
||||
"angle_error": absf(wrapf(model.rotation.y + deg_to_rad(float(native_drone.get("angle", 0))), -PI, PI))})
|
||||
print("NATIVE_DRONE_MODELS ", drone_models)
|
||||
var outside_footprint := 0
|
||||
var outside_volume := 0
|
||||
var outside_native_footprint := 0
|
||||
var max_native_radial := 0.0
|
||||
var shape: Dictionary = native_ship.get("shield_shape", {})
|
||||
var native_radii := Vector2(float(shape.get("a", 0)) / 35.0 * ship.TILE, float(shape.get("b", 0)) / 35.0 * ship.TILE)
|
||||
var hull: MultiMeshInstance3D = ship.get_node_or_null("ExtrudedHull")
|
||||
if hull != null:
|
||||
for i in range(hull.multimesh.instance_count):
|
||||
var transform := hull.multimesh.get_instance_transform(i)
|
||||
if native_radii.x > 0 and native_radii.y > 0:
|
||||
var delta := transform.origin - ship.shield_center
|
||||
var radial := Vector2(delta.x / native_radii.x, delta.z / native_radii.y).length()
|
||||
max_native_radial = maxf(max_native_radial, radial)
|
||||
outside_native_footprint += 1 if radial > 1.0 else 0
|
||||
var local := (transform.origin - ship.shield_center) / ship.shield_radii
|
||||
if local.x * local.x + local.z * local.z > 1.0:
|
||||
outside_footprint += 1
|
||||
local.y -= transform.basis.y.length() * 0.5 / ship.shield_radii.y
|
||||
if local.length_squared() > 1.0:
|
||||
outside_volume += 1
|
||||
var max_room_alignment_px := 0.0
|
||||
var max_mount_alignment_px := 0.0
|
||||
var native_weapons: Array = native_ship.get("weapons", [])
|
||||
var source_mounts: Array = ship.layout_data.get("weapon_mounts", [])
|
||||
for slot in range(mini(native_weapons.size(), source_mounts.size())):
|
||||
var native_mount: Dictionary = native_weapons[slot].get("mount", {})
|
||||
if not native_mount.is_empty():
|
||||
var source_mount: Dictionary = source_mounts[slot]
|
||||
max_mount_alignment_px = maxf(max_mount_alignment_px, Vector2(float(native_mount.x) - float(source_mount.x), float(native_mount.y) - float(source_mount.y)).length())
|
||||
var outside_corners := 0
|
||||
var max_corner_radius := 0.0
|
||||
for point in ship.shield_fit_points:
|
||||
var radius: float = ((point - ship.shield_center) / ship.shield_radii).length()
|
||||
max_corner_radius = maxf(max_corner_radius, radius)
|
||||
outside_corners += 1 if radius > 1.001 else 0
|
||||
for room in native_ship.get("rooms", []):
|
||||
if ship.room_nodes.has(int(room["id"])):
|
||||
var native_center: Vector3 = ship.pixel_point(room.get("center", {}), 0.065)
|
||||
var error: Vector3 = native_center - ship.room_nodes[int(room["id"])].position
|
||||
max_room_alignment_px = maxf(max_room_alignment_px, Vector2(error.x, error.z).length() * 35.0 / ship.TILE)
|
||||
print("SHIELD_MODEL_GEOMETRY native=", shape, " local_center=", ship.shield_center, " radii=", ship.shield_radii, " padding=", ship.shield_fit_padding,
|
||||
" native_outside_footprint=", outside_native_footprint, " native_radial_max=", max_native_radial, " outside_footprint=", outside_footprint,
|
||||
" outside_keel=", outside_volume, " outside_hull_wall_corners=", outside_corners, " corner_radial_max=", max_corner_radius,
|
||||
" room_alignment_max_px=", max_room_alignment_px, " weapon_mount_alignment_max_px=", max_mount_alignment_px,
|
||||
" texture=", ship.layout_data.get("image_source_path", ""), " image_rect=", ship.layout_data.get("image_rect", {}))
|
||||
quit()
|
||||
@@ -0,0 +1,94 @@
|
||||
extends SceneTree
|
||||
|
||||
const ShipModel = preload("res://scripts/ship_model.gd")
|
||||
const HullBar = preload("res://scripts/enemy_hull_bar.gd")
|
||||
const Hazards = preload("res://scripts/room_hazards.gd")
|
||||
const Voxels = preload("res://scripts/voxel_mesh.gd")
|
||||
const UiAssets = preload("res://scripts/ftl_ui_assets.gd")
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
call_deferred("_run")
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
# Visual fixture only; no bridge, input, game state, or save writes.
|
||||
root.size = Vector2i(1400, 900)
|
||||
var ship := ShipModel.new()
|
||||
root.add_child(ship)
|
||||
var hazards := Hazards.new()
|
||||
ship.add_child(hazards)
|
||||
hazards.build()
|
||||
hazards.set_live(ship, {"rooms": [{"visible": true, "fire_tiles": [{"x": -90, "y": 115}], "breach_tiles": [{"x": 90, "y": 115}]}]})
|
||||
hazards.animate(0.42)
|
||||
for i in range(4):
|
||||
var door_center := Vector3((i - 1.5) * 0.49, 0.22, -0.02)
|
||||
var frame := Voxels.make([Voxels.block(Vector3(-0.077, 0, 0), Vector3(0.025, 0.11, 0.034), Color("516b77")),
|
||||
Voxels.block(Vector3(0.077, 0, 0), Vector3(0.025, 0.11, 0.034), Color("516b77")),
|
||||
Voxels.block(Vector3(0, 0.06, 0), Vector3(0.179, 0.01, 0.034), Color("516b77"))])
|
||||
frame.position = door_center
|
||||
frame.scale = Vector3.ONE * 2.0
|
||||
root.add_child(frame)
|
||||
for side in [-1, 1]:
|
||||
var leaf: MeshInstance3D = ship._make_door_leaf(i)
|
||||
leaf.position = door_center + Vector3(side * 0.031 * 2.0, 0, 0)
|
||||
leaf.scale = Vector3.ONE * 2.0
|
||||
root.add_child(leaf)
|
||||
_label(["STANDARD", "BLAST", "IMPROVED", "CREW BOOST"][i], Vector3((i - 1.5) * 0.49, 0.12, 0.10))
|
||||
var floor := MeshInstance3D.new()
|
||||
var box := BoxMesh.new()
|
||||
box.size = Vector3(1.6, 0.025, 0.39)
|
||||
floor.mesh = box
|
||||
floor.position = Vector3(0, 0.065, 0.59)
|
||||
var material := StandardMaterial3D.new()
|
||||
material.albedo_color = Color("66767c")
|
||||
floor.material_override = material
|
||||
root.add_child(floor)
|
||||
_label("FIRE", Vector3(-0.46, 0.065, 0.80))
|
||||
_label("HULL BREACH", Vector3(0.46, 0.065, 0.80))
|
||||
var environment := WorldEnvironment.new()
|
||||
var settings := Environment.new()
|
||||
settings.background_mode = Environment.BG_COLOR
|
||||
settings.background_color = Color("101923")
|
||||
settings.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
|
||||
settings.ambient_light_color = Color("d4e7f2")
|
||||
settings.ambient_light_energy = 0.45
|
||||
environment.environment = settings
|
||||
root.add_child(environment)
|
||||
var light := DirectionalLight3D.new()
|
||||
light.rotation_degrees = Vector3(-40, -25, 0)
|
||||
light.light_energy = 1.6
|
||||
root.add_child(light)
|
||||
var camera := Camera3D.new()
|
||||
camera.projection = Camera3D.PROJECTION_ORTHOGONAL
|
||||
camera.size = 1.32
|
||||
camera.position = Vector3(0.55, 1.8, 2.5)
|
||||
root.add_child(camera)
|
||||
camera.look_at(Vector3(0, 0.27, 0.33))
|
||||
var life := HullBar.new()
|
||||
root.add_child(life)
|
||||
life.build()
|
||||
life.set_state({"hull": 12, "hull_max": 20})
|
||||
life.position = Vector3(0, 0.56, -0.15)
|
||||
life.face_viewer(camera.position)
|
||||
for i in range(12):
|
||||
await process_frame
|
||||
await RenderingServer.frame_post_draw
|
||||
var path := ProjectSettings.globalize_path("res://local_game_data/ship_details_fixture.png")
|
||||
root.get_texture().get_image().save_png(path)
|
||||
print("SHIP_DETAIL_FIXTURE ", path, " fire_tiles=", hazards.fire_points.size(), " breach_tiles=", hazards.breach_points.size(), " door_tiers=0,1,2,3")
|
||||
quit()
|
||||
|
||||
|
||||
func _label(text: String, location: Vector3) -> void:
|
||||
var label := Label3D.new()
|
||||
label.text = text
|
||||
label.font = UiAssets.font("body")
|
||||
label.outline_size = 0
|
||||
label.position = location
|
||||
label.font_size = 38
|
||||
label.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
|
||||
label.pixel_size = 0.0016
|
||||
label.billboard = BaseMaterial3D.BILLBOARD_ENABLED
|
||||
label.no_depth_test = true
|
||||
root.add_child(label)
|
||||
@@ -0,0 +1,52 @@
|
||||
extends SceneTree
|
||||
|
||||
# Explicit Steam Frame bindings; Godot's generic/Touch bindings remain fallbacks.
|
||||
func _initialize() -> void:
|
||||
var map := OpenXRActionMap.new()
|
||||
map.create_default_action_sets()
|
||||
var actions := {}
|
||||
for action in map.get_action_set(0).get_actions():
|
||||
actions[action.resource_name] = action
|
||||
var custom := {"page_left":"left","page_right":"left","tactical_button":"left",
|
||||
"power_remove":"left","power_previous":"right","power_next":"right","wheel_button":"right"}
|
||||
for name in custom:
|
||||
var action := OpenXRAction.new()
|
||||
action.resource_name = name
|
||||
action.localized_name = str(name).replace("_"," ").capitalize()
|
||||
action.action_type = OpenXRAction.OPENXR_ACTION_BOOL
|
||||
action.toplevel_paths = PackedStringArray(["/user/hand/" + custom[name]])
|
||||
map.get_action_set(0).add_action(action)
|
||||
actions[name] = action
|
||||
var profile := OpenXRInteractionProfile.new()
|
||||
profile.interaction_profile_path = "/interaction_profiles/valve/frame_controller_valve"
|
||||
var bindings: Array[OpenXRIPBinding] = []
|
||||
for hand in ["left", "right"]:
|
||||
var prefix := "/user/hand/%s/" % hand
|
||||
var paths := {"default_pose": "input/aim/pose", "aim_pose": "input/aim/pose",
|
||||
"grip_pose": "input/grip/pose", "trigger": "input/trigger/value",
|
||||
"trigger_click": "input/trigger/click", "grip": "input/squeeze/value",
|
||||
"grip_click": "input/squeeze/click", "primary": "input/thumbstick",
|
||||
"primary_click": "input/thumbstick/click", "haptic": "output/haptic",
|
||||
"by_button": "input/dpad_up/click" if hand == "left" else "input/b/click",
|
||||
"menu_button": "input/view/click" if hand == "left" else "input/menu/click"}
|
||||
# The vendor profile in the installed SteamVR Frame driver declares X/Y
|
||||
# on the right controller. The left controller has the Dpad and View.
|
||||
if hand == "left":
|
||||
paths.merge({"page_left":"input/dpad_left/click","page_right":"input/dpad_right/click",
|
||||
"tactical_button":"input/dpad_down/click","power_remove":"input/bumper/click"})
|
||||
else:
|
||||
paths.merge({"ax_button":"input/a/click","power_previous":"input/x/click",
|
||||
"power_next":"input/y/click","wheel_button":"input/bumper/click"})
|
||||
for name in paths:
|
||||
var binding := OpenXRIPBinding.new()
|
||||
binding.action = actions[name]
|
||||
binding.binding_path = prefix + paths[name]
|
||||
bindings.append(binding)
|
||||
profile.set_bindings(bindings)
|
||||
map.add_interaction_profile(profile)
|
||||
var path := "res://openxr_action_map.tres"
|
||||
for argument in OS.get_cmdline_user_args():
|
||||
if argument.begins_with("--output="): path = argument.trim_prefix("--output=")
|
||||
var error := ResourceSaver.save(map, path)
|
||||
print("FTLVR action map saved: ", error)
|
||||
quit(error)
|
||||
@@ -0,0 +1 @@
|
||||
uid://dmh8m7mtywriy
|
||||
@@ -0,0 +1,214 @@
|
||||
"""Read a user's FTL PKG and write local-only data for the tabletop prototype.
|
||||
|
||||
This intentionally does not patch the game or copy game data into the repository.
|
||||
Works with a Steam or GOG ftl.dat that uses the 1.6.x PKG layout.
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import argparse
|
||||
import json
|
||||
import struct
|
||||
import xml.etree.ElementTree as ET
|
||||
from pathlib import Path
|
||||
|
||||
|
||||
class Pkg:
|
||||
def __init__(self, path: Path):
|
||||
self.path = path
|
||||
self.entries: dict[str, tuple[int, int, int, int]] = {}
|
||||
with path.open("rb") as source:
|
||||
header = source.read(16)
|
||||
if len(header) != 16 or header[:4] != b"PKG\n":
|
||||
raise ValueError("Not an FTL PKG archive")
|
||||
header_size, entry_size, count, names_size = struct.unpack(">HHII", header[4:])
|
||||
if header_size != 16 or entry_size != 20 or count > 100_000:
|
||||
raise ValueError("Unsupported FTL PKG index")
|
||||
records = []
|
||||
for _ in range(count):
|
||||
record = source.read(20)
|
||||
if len(record) != 20:
|
||||
raise ValueError("Truncated FTL PKG index")
|
||||
_hash = int.from_bytes(record[0:4], "big")
|
||||
flags = record[4]
|
||||
name_offset = int.from_bytes(record[5:8], "big")
|
||||
offset, size, raw_size = struct.unpack(">III", record[8:20])
|
||||
records.append((flags, name_offset, offset, size, raw_size))
|
||||
names = source.read(names_size)
|
||||
source.seek(0, 2)
|
||||
archive_size = source.tell()
|
||||
for flags, name_offset, offset, size, raw_size in records:
|
||||
if name_offset >= len(names) or offset + size > archive_size:
|
||||
raise ValueError("FTL PKG index points outside archive")
|
||||
end = names.find(b"\x00", name_offset)
|
||||
if end < 0:
|
||||
raise ValueError("Unterminated FTL PKG path")
|
||||
name = names[name_offset:end].decode("ascii")
|
||||
self.entries[name] = (flags, offset, size, raw_size)
|
||||
|
||||
def read(self, name: str) -> bytes:
|
||||
flags, offset, size, raw_size = self.entries[name]
|
||||
if flags != 0 or raw_size != size:
|
||||
raise ValueError(f"Compressed or unsupported PKG entry: {name}")
|
||||
with self.path.open("rb") as source:
|
||||
source.seek(offset)
|
||||
data = source.read(size)
|
||||
if len(data) != size:
|
||||
raise ValueError(f"Truncated PKG entry: {name}")
|
||||
return data
|
||||
|
||||
|
||||
def parse_layout(raw: bytes) -> dict:
|
||||
tokens = raw.decode("utf-8-sig").split()
|
||||
counts = {"X_OFFSET": 1, "Y_OFFSET": 1, "VERTICAL": 1, "ELLIPSE": 4,
|
||||
"ROOM": 5, "DOOR": 5}
|
||||
layout: dict = {"rooms": [], "doors": []}
|
||||
cursor = 0
|
||||
while cursor < len(tokens):
|
||||
tag = tokens[cursor].upper()
|
||||
cursor += 1
|
||||
if tag not in counts:
|
||||
raise ValueError(f"Unknown layout token: {tag}")
|
||||
count = counts[tag]
|
||||
if cursor + count > len(tokens):
|
||||
raise ValueError(f"Truncated {tag} record")
|
||||
values = [int(value) for value in tokens[cursor:cursor + count]]
|
||||
cursor += count
|
||||
if tag == "ROOM":
|
||||
room_id, x, y, w, h = values
|
||||
layout["rooms"].append({"id": room_id, "x": x, "y": y, "w": w, "h": h})
|
||||
elif tag == "DOOR":
|
||||
x, y, a, b, vertical = values
|
||||
layout["doors"].append({"x": x, "y": y, "a": a, "b": b,
|
||||
"vertical": bool(vertical)})
|
||||
else:
|
||||
layout[tag.lower()] = values[0] if count == 1 else values
|
||||
if not layout["rooms"]:
|
||||
raise ValueError("Layout contains no rooms")
|
||||
return layout
|
||||
|
||||
|
||||
def system_rooms(blueprints: bytes, layout_name: str) -> tuple[str, dict[str, str]]:
|
||||
root = ET.fromstring(blueprints)
|
||||
candidates = [node for node in root.findall(".//shipBlueprint")
|
||||
if node.get("layout") == layout_name]
|
||||
if not candidates:
|
||||
return "", {}
|
||||
preferred = "PLAYER_SHIP_HARD" if layout_name == "kestral" else ""
|
||||
blueprint = next((node for node in candidates if node.get("name") == preferred), candidates[0])
|
||||
systems = {}
|
||||
for node in blueprint.findall("./systemList/*"):
|
||||
if node.get("start", "true") == "false":
|
||||
continue
|
||||
room = node.get("room")
|
||||
if room is not None:
|
||||
systems[room] = node.tag
|
||||
return blueprint.get("name", ""), systems
|
||||
|
||||
|
||||
def png_size(raw: bytes) -> tuple[int, int]:
|
||||
if len(raw) < 24 or raw[:8] != b"\x89PNG\r\n\x1a\n" or raw[12:16] != b"IHDR":
|
||||
raise ValueError("Invalid ship PNG header")
|
||||
return struct.unpack(">II", raw[16:24])
|
||||
|
||||
|
||||
UI_FONTS = ("c&c.font", "JustinFont10.font", "JustinFont11Bold.font")
|
||||
|
||||
|
||||
def extract_fonts(pkg: Pkg, destination: Path) -> list[str]:
|
||||
"""Keep original SIL bitmap fonts local; the runtime decodes their atlas.
|
||||
|
||||
No font converter, system font installation or Godot import is required.
|
||||
"""
|
||||
written = []
|
||||
for name in UI_FONTS:
|
||||
source = f"fonts/{name}"
|
||||
if source not in pkg.entries:
|
||||
continue
|
||||
raw = pkg.read(source)
|
||||
if len(raw) < 24 or raw[:5] != b"FONT\x01":
|
||||
raise ValueError(f"Unsupported native bitmap font: {source}")
|
||||
path = destination / source
|
||||
path.parent.mkdir(parents=True, exist_ok=True)
|
||||
# SIL .font is not Godot's BMFont .font. Load it via our runtime decoder
|
||||
# and keep the editor from trying to import it as an unrelated format.
|
||||
(path.parent / ".gdignore").write_text("", encoding="utf-8")
|
||||
path.write_bytes(raw)
|
||||
written.append(source)
|
||||
return written
|
||||
|
||||
|
||||
def build_ship(pkg: Pkg, name: str, destination: Path, image_name: str | None = None,
|
||||
*, native_image_rect: dict | None = None) -> dict:
|
||||
import re
|
||||
image_name = image_name or name
|
||||
if not all(re.fullmatch(r'[A-Za-z0-9_-]+', part) for part in (name, image_name)):
|
||||
raise ValueError('Invalid ship asset identifier')
|
||||
key = name if image_name == name else f'{name}__{image_name}'
|
||||
layout = parse_layout(pkg.read(f"data/{name}.txt"))
|
||||
root = ET.fromstring(pkg.read(f"data/{name}.xml"))
|
||||
image_node = root.find("img")
|
||||
if image_node is None:
|
||||
raise ValueError(f"No ship image rectangle for {name}")
|
||||
layout["name"] = name
|
||||
layout["image_rect"] = {key: int(image_node.attrib[key]) for key in ("x", "y", "w", "h")}
|
||||
if native_image_rect:
|
||||
rectangle = {key: int(native_image_rect[key]) for key in ("x", "y", "w", "h")}
|
||||
if not (0 < rectangle["w"] <= 8192 and 0 < rectangle["h"] <= 8192):
|
||||
raise ValueError("Invalid native ship image dimensions")
|
||||
layout["image_rect"] = rectangle
|
||||
layout["image_rect_source"] = "native_ship_image"
|
||||
layout["blueprint"], layout["systems"] = system_rooms(pkg.read("data/blueprints.xml"), name)
|
||||
layout["weapon_mounts"] = [dict(node.attrib) for node in root.findall("./weaponMounts/mount")]
|
||||
candidates = [f"img/ship/{image_name}_base.png",
|
||||
f"img/ships_noglow/{image_name}_base.png",
|
||||
f"img/ships_glow/{image_name}_base.png"]
|
||||
available = [(path, pkg.read(path)) for path in candidates if path in pkg.entries]
|
||||
if not available:
|
||||
raise ValueError(f"No base image for {name}")
|
||||
# Glow and noglow sprites often have different transparent borders. Match
|
||||
# the dimensions FTL actually renders instead of stretching a cropped PNG
|
||||
# over the larger XML rectangle and extruding a second, smaller silhouette.
|
||||
rectangle = layout["image_rect"]
|
||||
expected_size = (rectangle["w"], rectangle["h"])
|
||||
image_path, image_bytes = next((entry for entry in available if png_size(entry[1]) == expected_size), available[0])
|
||||
layout["texture_size"] = list(png_size(image_bytes))
|
||||
layout["image_source_path"] = image_path
|
||||
destination.mkdir(parents=True, exist_ok=True)
|
||||
(destination / f"{key}.png").write_bytes(image_bytes)
|
||||
(destination / f"{key}.json").write_text(json.dumps(layout, indent=2), encoding="utf-8")
|
||||
return {"name": name, "rooms": len(layout["rooms"]), "doors": len(layout["doors"]),
|
||||
"blueprint": layout["blueprint"],
|
||||
"image_path": image_path}
|
||||
|
||||
|
||||
def main() -> None:
|
||||
parser = argparse.ArgumentParser(description=__doc__)
|
||||
parser.add_argument("archive", type=Path, help="Path to your Steam or GOG ftl.dat")
|
||||
parser.add_argument("--output", type=Path,
|
||||
default=Path(__file__).resolve().parents[1] / "local_game_data")
|
||||
parser.add_argument("--ship", action="append", dest="ships",
|
||||
help="Ship layout name; repeat for more ships")
|
||||
args = parser.parse_args()
|
||||
pkg = Pkg(args.archive)
|
||||
ships = args.ships or ["kestral", "rebel_long"]
|
||||
manifest = {"source": str(args.archive), "ships": []}
|
||||
for ship in ships:
|
||||
manifest["ships"].append(build_ship(pkg, ship, args.output))
|
||||
ui_paths = [name for name in pkg.entries if name.endswith(".png") and (
|
||||
name.startswith(("img/statusUI/", "img/systemUI/", "img/icons/", "img/combatUI/"))
|
||||
or name in {"img/box_subsystems4.png", "img/box_weapons_bottom4.png",
|
||||
"img/box_weapons_bottom_label.png", "img/box_weapons_autofire_base.png",
|
||||
"img/Text_pause1.png", "img/Text_pause2.png"})]
|
||||
for name in ui_paths:
|
||||
destination = args.output / "ui" / name
|
||||
destination.parent.mkdir(parents=True, exist_ok=True)
|
||||
destination.write_bytes(pkg.read(name))
|
||||
manifest["ui_assets"] = len(ui_paths)
|
||||
manifest["fonts"] = extract_fonts(pkg, args.output)
|
||||
(args.output / "manifest.json").write_text(json.dumps(manifest, indent=2), encoding="utf-8")
|
||||
print(json.dumps(manifest, indent=2))
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -0,0 +1,42 @@
|
||||
"""Remove only edge-connected cleared black pixels, retaining black UI ink."""
|
||||
import numpy as np
|
||||
|
||||
|
||||
def clear_world_alpha(pixels):
|
||||
black = ~np.any(pixels[:, :, :3], axis=2)
|
||||
height, width = black.shape
|
||||
parents, edge, runs = [], [], []
|
||||
previous = []
|
||||
|
||||
def root(i):
|
||||
while parents[i] != i:
|
||||
parents[i] = parents[parents[i]]
|
||||
i = parents[i]
|
||||
return i
|
||||
|
||||
for y in range(height):
|
||||
changes = np.flatnonzero(np.diff(np.pad(black[y].astype(np.int8), (1, 1))))
|
||||
current = []
|
||||
cursor = 0
|
||||
for x0, x1 in zip(changes[::2], changes[1::2]):
|
||||
i = len(parents)
|
||||
parents.append(i)
|
||||
edge.append(y in (0, height-1) or x0 == 0 or x1 == width)
|
||||
current.append((int(x0), int(x1), i))
|
||||
runs.append((y, int(x0), int(x1), i))
|
||||
while cursor < len(previous) and previous[cursor][1] <= x0:
|
||||
cursor += 1
|
||||
k = cursor
|
||||
while k < len(previous) and previous[k][0] < x1:
|
||||
a, b = root(i), root(previous[k][2])
|
||||
if a != b:
|
||||
parents[b] = a
|
||||
edge[a] = edge[a] or edge[b]
|
||||
k += 1
|
||||
previous = current
|
||||
result = pixels.copy()
|
||||
result[:, :, 3] = 255
|
||||
for y, x0, x1, i in runs:
|
||||
if edge[root(i)]:
|
||||
result[y, x0:x1, 3] = 0
|
||||
return result
|
||||
@@ -0,0 +1,4 @@
|
||||
extends "res://scripts/main.gd"
|
||||
var commands: Array = []
|
||||
func _command(action: String, data: Dictionary) -> void:
|
||||
commands.append({"action": action, "data": data})
|
||||
@@ -0,0 +1 @@
|
||||
uid://dsrpbn3l2ka44
|
||||
@@ -0,0 +1,107 @@
|
||||
"""Local FTL lab converters. Never distribute their game-derived output."""
|
||||
import struct
|
||||
import zlib
|
||||
from pathlib import Path
|
||||
|
||||
from extract_ftl import Pkg
|
||||
|
||||
|
||||
def path_hash(name: str) -> int:
|
||||
"""SIL PKG rotate/XOR path hash, documented by Slipstream PkgPack."""
|
||||
value = 0
|
||||
for byte in name.lower().encode('ascii'):
|
||||
value = (((value << 27) | (value >> 5)) ^ byte) & 0xFFFFFFFF
|
||||
return value
|
||||
|
||||
|
||||
def write_pkg(source: Path, destination: Path, replacements: dict[str, bytes]):
|
||||
pkg = Pkg(source)
|
||||
names = sorted(set(pkg.entries) | set(replacements), key=lambda n: (path_hash(n), n.lower()))
|
||||
name_blob = b''.join(n.encode('ascii') + b'\0' for n in names)
|
||||
offset = 16 + 20 * len(names) + len(name_blob)
|
||||
name_offset = 0
|
||||
index = []
|
||||
for name in names:
|
||||
size = len(replacements[name]) if name in replacements else pkg.entries[name][2]
|
||||
index.append(struct.pack('>IIIII', path_hash(name), name_offset, offset, size, size))
|
||||
offset += size
|
||||
name_offset += len(name.encode('ascii')) + 1
|
||||
if len(name_blob) >= 1 << 24 or offset >= 1 << 32:
|
||||
raise ValueError('PKG exceeds format bounds')
|
||||
if source.resolve() == destination.resolve():
|
||||
raise ValueError('Refusing to overwrite source archive')
|
||||
with destination.open('wb') as output:
|
||||
output.write(b'PKG\n' + struct.pack('>HHII', 16, 20, len(names), len(name_blob)))
|
||||
output.write(b''.join(index))
|
||||
output.write(name_blob)
|
||||
for name in names:
|
||||
output.write(replacements[name] if name in replacements else pkg.read(name))
|
||||
check = Pkg(destination)
|
||||
for name, payload in replacements.items():
|
||||
if check.read(name) != payload:
|
||||
raise ValueError(f'PKG round trip failed: {name}')
|
||||
|
||||
|
||||
def apply_bps(source: bytes, patch: bytes) -> bytes:
|
||||
"""Apply a BPS patch with source, patch, and target CRC checks."""
|
||||
if patch[:4] != b'BPS1' or len(patch) < 16:
|
||||
raise ValueError('Not a BPS patch')
|
||||
source_crc, target_crc, patch_crc = struct.unpack('<III', patch[-12:])
|
||||
if zlib.crc32(source) != source_crc or zlib.crc32(patch[:-4]) != patch_crc:
|
||||
raise ValueError('Source or patch CRC mismatch')
|
||||
cursor = 4
|
||||
|
||||
def number():
|
||||
nonlocal cursor
|
||||
value, shift = 0, 1
|
||||
while True:
|
||||
if cursor >= len(patch) - 12:
|
||||
raise ValueError('Truncated BPS number')
|
||||
byte = patch[cursor]
|
||||
cursor += 1
|
||||
value += (byte & 127) * shift
|
||||
if byte & 128:
|
||||
return value
|
||||
shift <<= 7
|
||||
value += shift
|
||||
|
||||
source_size, target_size, metadata_size = number(), number(), number()
|
||||
if source_size != len(source) or target_size > 128 * 1024 * 1024:
|
||||
raise ValueError('Unsupported BPS sizes')
|
||||
cursor += metadata_size
|
||||
target = bytearray()
|
||||
source_relative = target_relative = 0
|
||||
while len(target) < target_size:
|
||||
action = number()
|
||||
mode, count = action & 3, (action >> 2) + 1
|
||||
if len(target) + count > target_size:
|
||||
raise ValueError('BPS target overrun')
|
||||
if mode == 0:
|
||||
start = len(target)
|
||||
if start + count > len(source):
|
||||
raise ValueError('BPS source overrun')
|
||||
target.extend(source[start:start + count])
|
||||
elif mode == 1:
|
||||
if cursor + count > len(patch) - 12:
|
||||
raise ValueError('BPS literal overrun')
|
||||
target.extend(patch[cursor:cursor + count])
|
||||
cursor += count
|
||||
else:
|
||||
distance = number()
|
||||
delta = (distance >> 1) * (-1 if distance & 1 else 1)
|
||||
if mode == 2:
|
||||
source_relative += delta
|
||||
if source_relative < 0 or source_relative + count > len(source):
|
||||
raise ValueError('BPS source copy out of bounds')
|
||||
target.extend(source[source_relative:source_relative + count])
|
||||
source_relative += count
|
||||
else:
|
||||
target_relative += delta
|
||||
for _ in range(count):
|
||||
if not 0 <= target_relative < len(target):
|
||||
raise ValueError('BPS target copy out of bounds')
|
||||
target.append(target[target_relative])
|
||||
target_relative += 1
|
||||
if cursor != len(patch) - 12 or zlib.crc32(target) != target_crc:
|
||||
raise ValueError('BPS target CRC or trailing data mismatch')
|
||||
return bytes(target)
|
||||
@@ -0,0 +1,21 @@
|
||||
"""Set only the isolated lab's canvas and reserved virtual store hotkey."""
|
||||
import re
|
||||
|
||||
|
||||
def configure(lab):
|
||||
path=lab/'settings.ini'
|
||||
text=path.read_text() if path.exists() else ''
|
||||
values={'fullscreen':0,'last_fullscreen':0,'manual':1,'screen_x':1280,
|
||||
'screen_y':720,'windowed':1,'stretched':0,'store':291,'pause':32,
|
||||
'weapon1':49,'weapon2':50,'weapon3':51,'weapon4':52,
|
||||
'crew_all':113,'loadPositions':13,'savePositions':47,'autofire':118,
|
||||
'open':122,'close':120,'force_autofire':306,
|
||||
'shields':97,'engines':115,'oxygen':102,'medbay':100,'weapons':119,'drones':101,
|
||||
'teleporter':103,'cloaking':104,'mind':107,'hacking':108,'artillery':121,
|
||||
'activate_cloak':99,'send_tele':116,'ret_tele':114,'start_hacking':110,
|
||||
'mindControl':109,'activate_battery':98}
|
||||
for key,value in values.items():
|
||||
pattern=rf'(?m)^{key}=.*$'
|
||||
if re.search(pattern,text): text=re.sub(pattern,f'{key}={value}',text)
|
||||
else: text+=f'\n{key}={value}\n'
|
||||
path.write_text(text)
|
||||
+114
@@ -0,0 +1,114 @@
|
||||
"""Launch the verified isolated game and OpenXR client together on Windows."""
|
||||
import argparse
|
||||
import hashlib
|
||||
import importlib.util
|
||||
import json
|
||||
import os
|
||||
import subprocess
|
||||
import sys
|
||||
import time
|
||||
import winreg
|
||||
import zipfile
|
||||
from datetime import datetime
|
||||
from pathlib import Path
|
||||
from lab_settings import configure
|
||||
|
||||
PROJECT = Path(__file__).resolve().parents[1]
|
||||
|
||||
|
||||
def preflight(config, desktop=False):
|
||||
for name in ('lab', 'godot', 'hooks'):
|
||||
if not Path(config[name]).exists(): raise ValueError(f'Missing {name}: {config[name]}')
|
||||
for module in ('frida', 'PIL', 'numpy'):
|
||||
if importlib.util.find_spec(module) is None: raise ValueError(f'Missing Python dependency: {module}')
|
||||
lab = Path(config['lab'])
|
||||
marker = json.loads((lab/'ftlvr-lab.json').read_text())
|
||||
hooks = json.loads(Path(config['hooks']).read_text())
|
||||
if not all(name in hooks.get('rvas',{}) for name in ('GetShiftState','GetCtrlState','ForceAutofireFlag')):
|
||||
raise ValueError('Regenerate lab hooks.json with tools/resolve_hooks.py for controller modifiers')
|
||||
if not all(name in hooks.get('rvas',{}) for name in ('OnTextInput','OnTextEvent','TextInputOnRender','TextInputStart')):
|
||||
raise ValueError('Regenerate lab hooks.json with tools/resolve_hooks.py for native renaming')
|
||||
if not all(name in hooks.get('rvas',{}) for name in ('CommandGuiRenderStatic','CommandGuiRenderPause','TabbedWindowOnRender','ChoiceBoxOnRender','MouseControlOnRender','StarMapOnRender')):
|
||||
raise ValueError('Regenerate lab hooks.json with tools/resolve_hooks.py for live native HUD capture')
|
||||
if not marker.get('activated') or hashlib.sha1((lab/'FTLGame.exe').read_bytes()).hexdigest() != hooks['sha1']:
|
||||
raise ValueError('Lab is not activated or its executable fingerprint changed')
|
||||
if not (lab/'Hyperspace.dll').exists(): raise ValueError('Hyperspace is missing')
|
||||
status = PROJECT/'local_game_data/bridge_status.json'
|
||||
if status.exists():
|
||||
previous = json.loads(status.read_text())
|
||||
if previous.get('connected') and time.time()-previous.get('heartbeat',0)<3:
|
||||
raise ValueError('An FTL VR bridge is already running. Close that session first.')
|
||||
runtime = ''
|
||||
try:
|
||||
with winreg.OpenKey(winreg.HKEY_LOCAL_MACHINE,r'SOFTWARE\Khronos\OpenXR\1') as key:
|
||||
runtime = winreg.QueryValueEx(key,'ActiveRuntime')[0]
|
||||
except OSError: pass
|
||||
if not desktop and ('steamxr' not in runtime.lower() or not Path(runtime).exists()):
|
||||
raise ValueError('Select SteamVR as the OpenXR runtime in SteamVR settings, then retry')
|
||||
return {'lab':str(lab), 'runtime':runtime, 'mode':'desktop' if desktop else 'VR'}
|
||||
|
||||
|
||||
def main():
|
||||
parser = argparse.ArgumentParser(description=__doc__)
|
||||
parser.add_argument('--config',type=Path,default=PROJECT/'local_game_data/launcher.json')
|
||||
parser.add_argument('--desktop',action='store_true')
|
||||
parser.add_argument('--check',action='store_true')
|
||||
parser.add_argument('--smoke',action='store_true',help='Desktop launch and graceful exit after 3 seconds')
|
||||
args=parser.parse_args()
|
||||
if args.smoke: args.desktop=True
|
||||
config=json.loads(args.config.read_text())
|
||||
print(json.dumps(preflight(config,args.desktop),indent=2),flush=True)
|
||||
if args.check: return
|
||||
local=PROJECT/'local_game_data'; local.mkdir(exist_ok=True)
|
||||
lab=Path(config['lab'])
|
||||
# Snapshot only this mod's separate save profile before each launch.
|
||||
saves=Path(os.environ['USERPROFILE'])/'Documents/My Games/FasterThanLight'
|
||||
backup=lab/'save-backups'; backup.mkdir(exist_ok=True)
|
||||
with zipfile.ZipFile(backup/(datetime.now().strftime('%Y%m%d-%H%M%S')+'.zip'),'w',zipfile.ZIP_DEFLATED) as archive:
|
||||
for path in saves.glob('hs_ftlvr_*'):
|
||||
if path.is_file(): archive.write(path,path.name)
|
||||
if (lab/'settings.ini').exists(): archive.write(lab/'settings.ini','settings.ini')
|
||||
configure(lab)
|
||||
stop=local/'launcher.stop'
|
||||
stop.unlink(missing_ok=True)
|
||||
logs=local/'logs'; logs.mkdir(exist_ok=True)
|
||||
with (logs/'bridge.log').open('w') as bridge_log, (logs/'client.log').open('w') as client_log:
|
||||
bridge=subprocess.Popen([sys.executable,str(PROJECT/'tools/run_bridge.py'),
|
||||
'--lab',str(lab),'--hooks',config['hooks'],'--allow-input','--stop-file',str(stop)],
|
||||
cwd=PROJECT,stdout=bridge_log,stderr=subprocess.STDOUT,creationflags=subprocess.CREATE_NO_WINDOW)
|
||||
client=None
|
||||
try:
|
||||
deadline=time.monotonic()+55
|
||||
status=local/'bridge_status.json'
|
||||
while time.monotonic()<deadline:
|
||||
if bridge.poll() is not None: raise RuntimeError('Game bridge failed; see local_game_data/logs/bridge.log')
|
||||
try:
|
||||
value=json.loads(status.read_text())
|
||||
if value.get('connected') and value.get('live_state_received') and value.get('capture_received') and time.time()-value['heartbeat']<2: break
|
||||
except (OSError,ValueError): pass
|
||||
time.sleep(.1)
|
||||
else: raise TimeoutError('Game bridge did not become ready')
|
||||
command=[config['godot'],'--path',str(PROJECT),'--log-file',str(logs/'godot.log')]
|
||||
if args.desktop: command+=['--xr-mode','off']
|
||||
if args.smoke: command+=['--quit-after','180','--max-fps','60']
|
||||
command+=['--']+(['--desktop'] if args.desktop else ['--require-vr'])
|
||||
print('Starting client. Closing it saves and exits the isolated FTL game.',flush=True)
|
||||
client=subprocess.Popen(command,cwd=PROJECT,stdout=client_log,stderr=subprocess.STDOUT)
|
||||
while client.poll() is None and bridge.poll() is None: time.sleep(.25)
|
||||
if bridge.poll() is not None and client.poll() is None:
|
||||
client.terminate()
|
||||
if client.poll() not in (None,0):
|
||||
raise RuntimeError('VR client exited with an error; see local_game_data/logs/client.log')
|
||||
finally:
|
||||
stop.touch()
|
||||
try: bridge.wait(timeout=15)
|
||||
except subprocess.TimeoutExpired:
|
||||
bridge.terminate(); bridge.wait(timeout=5)
|
||||
if client and client.poll() is None: client.terminate(); client.wait(timeout=5)
|
||||
|
||||
|
||||
if __name__=='__main__':
|
||||
try: main()
|
||||
except Exception as error:
|
||||
print('FTL VR:',error,file=sys.stderr)
|
||||
sys.exit(1)
|
||||
@@ -0,0 +1,82 @@
|
||||
"""Prepare an isolated FTL lab. Activation must be explicitly requested."""
|
||||
import argparse
|
||||
import hashlib
|
||||
import json
|
||||
import re
|
||||
import shutil
|
||||
import subprocess
|
||||
import zipfile
|
||||
from pathlib import Path
|
||||
|
||||
from lab_formats import apply_bps
|
||||
from lab_settings import configure
|
||||
|
||||
STEAM_1614_SHA1 = 'c58e5283b2c1996fa36158265423f8c94f3a8954'
|
||||
STEAM_169_SHA1 = 'eadd0a60dbf80c5a7c2a6879f8ae241afb553ade'
|
||||
ROLLBACK_SHA256 = 'a1b70589c0614ee9aa9c1acd55af527bbec10f3e7af4640579b03ced0bd69f52'
|
||||
|
||||
|
||||
def main():
|
||||
parser = argparse.ArgumentParser(description=__doc__)
|
||||
parser.add_argument('--game', type=Path, required=True)
|
||||
parser.add_argument('--lab', type=Path, required=True)
|
||||
parser.add_argument('--rollback', type=Path, required=True)
|
||||
parser.add_argument('--hyperspace', type=Path, required=True)
|
||||
parser.add_argument('--mod-manager', type=Path, required=True)
|
||||
parser.add_argument('--activate', action='store_true', help='Install loader and patched data into the isolated lab')
|
||||
args = parser.parse_args()
|
||||
game, lab = args.game.resolve(), args.lab.resolve()
|
||||
if game == lab or game in lab.parents or lab in game.parents:
|
||||
raise ValueError('Lab must be separate from the installed game directory')
|
||||
lab.mkdir(parents=True, exist_ok=True)
|
||||
marker = lab / 'ftlvr-lab.json'
|
||||
if any(lab.iterdir()) and not marker.exists():
|
||||
raise ValueError('Refusing to populate a nonempty, unrecognized lab')
|
||||
original = (game / 'FTLGame.exe').read_bytes()
|
||||
if hashlib.sha1(original).hexdigest() != STEAM_1614_SHA1:
|
||||
raise ValueError('Only the verified Steam Windows 1.6.14 build is supported by this lab preparer')
|
||||
rollback = args.rollback.read_bytes()
|
||||
if hashlib.sha256(rollback).hexdigest() != ROLLBACK_SHA256:
|
||||
raise ValueError('Rollback patch differs from the inspected official patch')
|
||||
patched = apply_bps(original, rollback)
|
||||
if hashlib.sha1(patched).hexdigest() != STEAM_169_SHA1:
|
||||
raise ValueError('Rollback output is not the expected Steam Windows 1.6.9 build')
|
||||
marker.write_text(json.dumps({'source_game': str(game), 'source_sha1': STEAM_1614_SHA1,
|
||||
'save_prefix': 'ftlvr', 'activated': False}, indent=2), encoding='utf-8')
|
||||
for name in ['FTLGame.exe', 'ftl.dat', 'bass.dll', 'bassmix.dll', 'steam_api.dll', 'steam_wrapper.dll']:
|
||||
if not (lab / name).exists():
|
||||
shutil.copy2(game / name, lab / name)
|
||||
(lab / 'FTLGame_1.6.9.prepared').write_bytes(patched)
|
||||
replacements = {}
|
||||
with zipfile.ZipFile(args.hyperspace / 'Hyperspace.ftl') as bundle:
|
||||
replacements['data/hyperspace.xml'] = bundle.read('data/hyperspace.xml')
|
||||
config = replacements['data/hyperspace.xml'].decode('utf-8-sig')
|
||||
config = re.sub(r'<saveFile>.*?</saveFile>', '<saveFile><prefix>ftlvr</prefix><inheritMode>2</inheritMode></saveFile>', config, flags=re.S)
|
||||
config = config.replace('<scripts/>', '<scripts><script>data/ftlvr_bridge.lua</script></scripts>')
|
||||
replacements['data/hyperspace.xml'] = config.encode('utf-8')
|
||||
replacements['data/ftlvr_bridge.lua'] = (Path(__file__).parents[1] / 'bridge/ftlvr_bridge.lua').read_bytes()
|
||||
mod_file = lab / 'tabletop-bridge.ftl'
|
||||
with zipfile.ZipFile(mod_file, 'w', zipfile.ZIP_DEFLATED) as output:
|
||||
for name, payload in replacements.items():
|
||||
output.writestr(name, payload)
|
||||
staging = lab / 'prepared-resources'
|
||||
staging.mkdir(exist_ok=True)
|
||||
shutil.copy2(game / 'ftl.dat', staging / 'ftl.dat')
|
||||
subprocess.run([str(args.mod_manager.resolve()), 'patch', '--data-dir', str(staging),
|
||||
str((args.hyperspace / 'Hyperspace.ftl').resolve()), str(mod_file)], check=True)
|
||||
shutil.copy2(staging / 'ftl.dat', lab / 'ftl.vr.prepared')
|
||||
marker.write_text(json.dumps({'source_game': str(game), 'source_sha1': STEAM_1614_SHA1,
|
||||
'rollback_sha1': STEAM_169_SHA1, 'save_prefix': 'ftlvr',
|
||||
'activated': args.activate}, indent=2), encoding='utf-8')
|
||||
if args.activate:
|
||||
shutil.copy2(lab / 'FTLGame_1.6.9.prepared', lab / 'FTLGame.exe')
|
||||
shutil.copy2(lab / 'ftl.vr.prepared', lab / 'ftl.dat')
|
||||
binary_dir = args.hyperspace / 'Windows - Extract these files into where FTLGame.exe is'
|
||||
for name in ['Hyperspace.dll', 'xinput1_4.dll']:
|
||||
shutil.copy2(binary_dir / name, lab / name)
|
||||
configure(lab)
|
||||
print(json.dumps({'lab': str(lab), 'prepared_entries': len(replacements), 'activated': args.activate}))
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
main()
|
||||
@@ -0,0 +1,16 @@
|
||||
extends "res://scripts/main.gd"
|
||||
|
||||
var profile_poll_ms: Array[float] = []
|
||||
var profile_process_ms: Array[float] = []
|
||||
|
||||
|
||||
func _poll_bridge_state() -> void:
|
||||
var started := Time.get_ticks_usec()
|
||||
super._poll_bridge_state()
|
||||
profile_poll_ms.append(float(Time.get_ticks_usec() - started) / 1000.0)
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
var started := Time.get_ticks_usec()
|
||||
super._process(delta)
|
||||
profile_process_ms.append(float(Time.get_ticks_usec() - started) / 1000.0)
|
||||
@@ -0,0 +1,96 @@
|
||||
extends SceneTree
|
||||
|
||||
var elapsed := 0.0
|
||||
var sample_seconds := 10.0
|
||||
var counts := {"screen": 0, "hud": 0}
|
||||
var frame_times: Array[float] = []
|
||||
var surfaces: Array[Node3D] = []
|
||||
var output_name := "tactical-client-profile.json"
|
||||
var full_main := false
|
||||
var capture_ages: Array[float] = []
|
||||
var process_times: Array[float] = []
|
||||
var main: Node3D
|
||||
var mock_tracker: XRControllerTracker
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
Engine.max_fps = 90
|
||||
for value in OS.get_cmdline_user_args():
|
||||
if value.begins_with("--output="): output_name = value.trim_prefix("--output=")
|
||||
if value.begins_with("--seconds="): sample_seconds = float(value.trim_prefix("--seconds="))
|
||||
if value == "--full-main": full_main = true
|
||||
call_deferred("_run")
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
if full_main:
|
||||
main = load(ProjectSettings.get_setting("application/run/main_scene")).instantiate()
|
||||
main.set_script(load("res://tools/profile_main.gd"))
|
||||
root.add_child(main)
|
||||
# Exercise the complete VR presentation and CPU update paths in a
|
||||
# desktop Vulkan viewport. This does not measure stereo headset FPS.
|
||||
main.xr_active = true
|
||||
main.initial_table_placed = true
|
||||
mock_tracker = XRControllerTracker.new()
|
||||
mock_tracker.type = XRServer.TRACKER_CONTROLLER
|
||||
mock_tracker.name = "left_hand"
|
||||
mock_tracker.set_pose("default", Transform3D(Basis.IDENTITY, Vector3(-0.4, 2.05, 2.0)), Vector3.ZERO, Vector3.ZERO, XRPose.XR_TRACKING_CONFIDENCE_HIGH)
|
||||
XRServer.add_tracker(mock_tracker)
|
||||
main._poll_bridge_state()
|
||||
surfaces.assign([main.map_surface, main.hud_surface])
|
||||
else:
|
||||
var camera := Camera3D.new()
|
||||
camera.position = Vector3(0, 0, 3)
|
||||
camera.current = true
|
||||
root.add_child(camera)
|
||||
for entry in [["screen", "screen_frame.png"], ["hud", "hud_frame.png"]]:
|
||||
var surface: Node3D = load("res://scripts/hud_surface.gd").new()
|
||||
surface.frame_file = entry[1]
|
||||
root.add_child(surface)
|
||||
surfaces.append(surface)
|
||||
for i in range(surfaces.size()):
|
||||
surfaces[i].canvas.texture_changed.connect(_count.bind("screen" if i == 0 else "hud"))
|
||||
await create_timer(1.0).timeout
|
||||
counts = {"screen": 0, "hud": 0}
|
||||
capture_ages.clear()
|
||||
if full_main:
|
||||
main.profile_poll_ms.clear()
|
||||
main.profile_process_ms.clear()
|
||||
var started := Time.get_ticks_usec()
|
||||
while elapsed < sample_seconds:
|
||||
var before := Time.get_ticks_usec()
|
||||
await process_frame
|
||||
frame_times.append(float(Time.get_ticks_usec() - before) / 1000.0)
|
||||
process_times.append(Performance.get_monitor(Performance.TIME_PROCESS) * 1000.0)
|
||||
elapsed = float(Time.get_ticks_usec() - started) / 1000000.0
|
||||
frame_times.sort()
|
||||
capture_ages.sort()
|
||||
process_times.sort()
|
||||
var report := {"seconds": elapsed, "screen_texture_updates": counts.screen,
|
||||
"hud_texture_updates": counts.hud, "screen_delivered_fps": counts.screen / elapsed,
|
||||
"hud_delivered_fps": counts.hud / elapsed, "client_fps": frame_times.size() / elapsed,
|
||||
"client_frame_ms_p95": frame_times[int(frame_times.size() * 0.95)],
|
||||
"gpu": RenderingServer.get_video_adapter_name(), "renderer": RenderingServer.get_current_rendering_method(),
|
||||
"full_main": full_main, "stereo_headset_measurement": false,
|
||||
"client_process_ms_p95": process_times[int(process_times.size() * 0.95)],
|
||||
"screen_capture_age_ms_p95": capture_ages[int(capture_ages.size() * 0.95)] if not capture_ages.is_empty() else -1.0,
|
||||
"screen_transport_size": str(surfaces[0].canvas.frame_image.get_size()) if surfaces[0].canvas.frame_image != null else "missing",
|
||||
"screen_viewport_size": str(surfaces[0].viewport.size)}
|
||||
if full_main:
|
||||
main.profile_poll_ms.sort()
|
||||
main.profile_process_ms.sort()
|
||||
report.native_poll_ms_p95 = main.profile_poll_ms[int(main.profile_poll_ms.size() * 0.95)]
|
||||
report.native_poll_ms_max = main.profile_poll_ms.back()
|
||||
report.main_cpu_ms_p95 = main.profile_process_ms[int(main.profile_process_ms.size() * 0.95)]
|
||||
report.main_cpu_ms_max = main.profile_process_ms.back()
|
||||
var file := FileAccess.open("res://local_game_data/" + output_name, FileAccess.WRITE)
|
||||
file.store_string(JSON.stringify(report, "\t"))
|
||||
file.close()
|
||||
print("TACTICAL_CLIENT_PROFILE ", JSON.stringify(report))
|
||||
quit()
|
||||
|
||||
|
||||
func _count(stream: String) -> void:
|
||||
counts[stream] += 1
|
||||
if stream == "screen" and not surfaces.is_empty() and surfaces[0].canvas.capture_time_unix > 0:
|
||||
capture_ages.append((Time.get_unix_time_from_system() - surfaces[0].canvas.capture_time_unix) * 1000.0)
|
||||
@@ -0,0 +1,46 @@
|
||||
"""Measure native counters and actual published files during a scoped QA run."""
|
||||
import argparse
|
||||
import json
|
||||
import time
|
||||
from pathlib import Path
|
||||
|
||||
|
||||
def read_json(path):
|
||||
for _ in range(20):
|
||||
try:
|
||||
return json.loads(path.read_text(encoding='utf-8'))
|
||||
except (PermissionError,json.JSONDecodeError):
|
||||
time.sleep(.01)
|
||||
raise RuntimeError('Could not read profile state')
|
||||
|
||||
|
||||
def measure(local,seconds):
|
||||
first=read_json(local/'bridge_status.json')['native_capture']['performance']
|
||||
changes={name:0 for name in ('screen_frame.png','hud_frame.png','screen_frame.rgba','hud_frame.rgba')}
|
||||
previous={name:(local/name).stat().st_mtime_ns if (local/name).exists() else 0 for name in changes}
|
||||
start=time.monotonic()
|
||||
while time.monotonic()-start<seconds:
|
||||
for name in changes:
|
||||
try: modified=(local/name).stat().st_mtime_ns
|
||||
except (FileNotFoundError,PermissionError): continue
|
||||
if modified!=previous[name]: changes[name]+=1;previous[name]=modified
|
||||
time.sleep(.003)
|
||||
elapsed=time.monotonic()-start
|
||||
latest=read_json(local/'bridge_status.json')
|
||||
last=latest['native_capture']['performance']
|
||||
native_seconds=(last['elapsed_ms']-first['elapsed_ms'])/1000
|
||||
counts={key:last[key]-first[key] for key in ('native_loops','native_swaps','frames','hud_frames','capture_ms','hud_ms','read_ms','loop_ms','bytes_sent')}
|
||||
return {'seconds':elapsed,'native_seconds':native_seconds,'native':counts,
|
||||
'native_fps':counts['native_swaps']/native_seconds,'capture_fps':counts['frames']/native_seconds,
|
||||
'hud_capture_fps':counts['hud_frames']/native_seconds,'capture_cpu_ms_per_frame':counts['capture_ms']/max(1,counts['frames']),
|
||||
'published_files':changes,'published_fps':{name:count/elapsed for name,count in changes.items()},'errors':latest['errors']}
|
||||
|
||||
|
||||
if __name__=='__main__':
|
||||
parser=argparse.ArgumentParser(description=__doc__)
|
||||
parser.add_argument('--seconds',type=float,default=10)
|
||||
parser.add_argument('--output',default='tactical-native-profile.json')
|
||||
parser.add_argument('--local',type=Path,default=Path(__file__).resolve().parents[1]/'local_game_data')
|
||||
args=parser.parse_args();report=measure(args.local,args.seconds)
|
||||
(args.local/args.output).write_text(json.dumps(report,indent=2),encoding='utf-8')
|
||||
print(json.dumps(report,indent=2))
|
||||
@@ -0,0 +1,27 @@
|
||||
extends SceneTree
|
||||
|
||||
func _initialize() -> void:
|
||||
call_deferred("record")
|
||||
|
||||
func record() -> void:
|
||||
var scene: Node3D = load("res://main.tscn").instantiate()
|
||||
root.add_child(scene)
|
||||
await create_timer(1.0).timeout
|
||||
if not scene.bridge_connected:
|
||||
push_error("Live bridge required for this recording")
|
||||
quit(1)
|
||||
return
|
||||
var directory := ProjectSettings.globalize_path("res://local_game_data/recording")
|
||||
DirAccess.make_dir_recursive_absolute(directory)
|
||||
for i in range(200):
|
||||
var progress := float(i) / 199.0
|
||||
# Move the encounter to inspect its actual geometry; HUD stays on camera.
|
||||
scene.tabletop_root.rotation.y = sin(progress * TAU) * 0.9
|
||||
if i == 80:
|
||||
scene.enemy_ship.inspect_rooms = true
|
||||
scene.enemy_ship.apply_live(scene.enemy_ship.live_data)
|
||||
await RenderingServer.frame_post_draw
|
||||
root.get_texture().get_image().save_png(directory.path_join("frame-%04d.png" % i))
|
||||
await create_timer(0.1).timeout
|
||||
print("LIVE_RECORDING frames=200 fps=10 simulation_paused=", scene.paused)
|
||||
quit()
|
||||
@@ -0,0 +1 @@
|
||||
uid://bwpyp25yh1tmy
|
||||
@@ -0,0 +1,159 @@
|
||||
"""Resolve community-documented CApp signatures against the owned lab binary."""
|
||||
import argparse
|
||||
import hashlib
|
||||
import json
|
||||
import re
|
||||
import struct
|
||||
from pathlib import Path
|
||||
|
||||
import capstone
|
||||
|
||||
|
||||
def resolve(executable: Path, signatures: Path) -> dict:
|
||||
data = executable.read_bytes()
|
||||
pe = struct.unpack_from('<I', data, 0x3C)[0]
|
||||
count = struct.unpack_from('<H', data, pe + 6)[0]
|
||||
optional_size = struct.unpack_from('<H', data, pe + 20)[0]
|
||||
sections = pe + 24 + optional_size
|
||||
code = None
|
||||
for i in range(count):
|
||||
offset = sections + i * 40
|
||||
if data[offset:offset+8].rstrip(b'\0') == b'.text':
|
||||
_, rva, length, raw = struct.unpack_from('<IIII', data, offset + 8)
|
||||
code = data[raw:raw+length]
|
||||
break
|
||||
if code is None:
|
||||
raise ValueError('Missing .text section')
|
||||
decoder = capstone.Cs(capstone.CS_ARCH_X86, capstone.CS_MODE_32)
|
||||
previous_end = 0
|
||||
hooks = {}
|
||||
for signature, name in re.findall(r'"([.0-9a-fA-F?]+)":[^\n]*\n[^\n]*CApp::(\w+)\(', signatures.read_text()):
|
||||
pattern = signature.lstrip('.')
|
||||
regex = b''.join(b'.' if pattern[i:i+2] == '??' else re.escape(bytes.fromhex(pattern[i:i+2]))
|
||||
for i in range(0, len(pattern), 2))
|
||||
match = re.search(regex, code[previous_end if signature.startswith('.') else 0:], re.S)
|
||||
if not match:
|
||||
raise ValueError(f'No signature match for CApp::{name}')
|
||||
start = match.start() + (previous_end if signature.startswith('.') else 0)
|
||||
hooks[name] = rva + start
|
||||
previous_end = start + len(pattern) // 2
|
||||
for instruction in decoder.disasm(code[start:start+32768], rva + start):
|
||||
if instruction.mnemonic in ('ret', 'retf'):
|
||||
previous_end = instruction.address + instruction.size - rva
|
||||
break
|
||||
if name == 'OnExecute':
|
||||
break
|
||||
needed = ['OnLoop','OnRender','OnInputFocus','OnMouseMove','OnLButtonDown','OnLButtonUp','OnRButtonDown','OnRButtonUp','OnKeyDown','OnKeyUp','OnTextInput','OnTextEvent']
|
||||
if not all(name in hooks for name in needed):
|
||||
raise ValueError('Missing required input/render hooks')
|
||||
# Modifier getters are documented in the matching CEvent signature file.
|
||||
# Resolve independently and require uniqueness; never use a guessed address.
|
||||
event_source = (signatures.parent/'CEvent.zhl').read_text()
|
||||
for signature, name in re.findall(r'"([.0-9a-fA-F?]+)":[^\n]*\n[^\n]*CEvent::(GetShiftState|GetCtrlState)\(', event_source):
|
||||
pattern=signature.lstrip('.')
|
||||
regex=b''.join(b'.' if pattern[i:i+2]=='??' else re.escape(bytes.fromhex(pattern[i:i+2]))
|
||||
for i in range(0,len(pattern),2))
|
||||
matches=list(re.finditer(regex,code,re.S))
|
||||
if len(matches)!=1: raise ValueError(f'Ambiguous modifier signature: {name}')
|
||||
hooks[name]=rva+matches[0].start()
|
||||
needed.append(name)
|
||||
if not all(name in hooks for name in ('GetShiftState','GetCtrlState')):
|
||||
raise ValueError('Missing native modifier getters')
|
||||
text_source=(signatures.parent/'TextInput.zhl').read_text()
|
||||
for signature,name in re.findall(r'"([.0-9a-fA-F?]+)":[^\n]*\n[^\n]*TextInput::(OnRender|GetActive|Start)\(',text_source):
|
||||
pattern=signature.lstrip('.')
|
||||
regex=b''.join(b'.' if pattern[i:i+2]=='??' else re.escape(bytes.fromhex(pattern[i:i+2]))
|
||||
for i in range(0,len(pattern),2))
|
||||
matches=list(re.finditer(regex,code,re.S))
|
||||
if len(matches)!=1: raise ValueError(f'Ambiguous TextInput signature: {name}')
|
||||
hook_name='TextInput'+name
|
||||
hooks[hook_name]=rva+matches[0].start()
|
||||
needed.append(hook_name)
|
||||
if not all(name in hooks for name in ('TextInputGetActive','TextInputOnRender','TextInputStart')):
|
||||
raise ValueError('Missing native text-entry hooks')
|
||||
active_offset=hooks['TextInputGetActive']-rva
|
||||
first=next(decoder.disasm(code[active_offset:active_offset+16],hooks['TextInputGetActive']))
|
||||
if first.mnemonic!='movzx' or first.op_str!='eax, byte ptr [ecx + 0x38]':
|
||||
raise ValueError('Native TextInput active flag offset changed')
|
||||
# Independent HUD render pass uses only UI methods; no second game/world
|
||||
# render advances ship, jump or projectile animations.
|
||||
for class_name,method_names in {'CommandGui':('RenderStatic','RenderPause'),
|
||||
'TabbedWindow':('OnRender',),'ChoiceBox':('OnRender',),
|
||||
'MouseControl':('OnRender',),'StarMap':('OnRender',)}.items():
|
||||
source=(signatures.parent/(class_name+'.zhl')).read_text()
|
||||
for signature,name in re.findall(r'"([.0-9a-fA-F?]+)":[^\n]*\n[^\n]*'+class_name+r'::(\w+)\(',source):
|
||||
if name not in method_names: continue
|
||||
pattern=signature.lstrip('.')
|
||||
regex=b''.join(b'.' if pattern[i:i+2]=='??' else re.escape(bytes.fromhex(pattern[i:i+2]))
|
||||
for i in range(0,len(pattern),2))
|
||||
matches=list(re.finditer(regex,code,re.S))
|
||||
if len(matches)!=1: raise ValueError(f'Ambiguous HUD signature: {class_name}::{name}')
|
||||
hook_name=class_name+name
|
||||
hooks[hook_name]=rva+matches[0].start()
|
||||
needed.append(hook_name)
|
||||
if not all(class_name+name in hooks for name in method_names):
|
||||
raise ValueError('Missing isolated native HUD render hooks for '+class_name)
|
||||
def method_address(class_name,name):
|
||||
source=(signatures.parent/(class_name+'.zhl')).read_text()
|
||||
signature=re.search(r'"([.0-9a-fA-F?]+)":[^\n]*\n[^\n]*'+class_name+r'::'+name+r'\(',source).group(1)
|
||||
pattern=signature.lstrip('.')
|
||||
regex=b''.join(b'.' if pattern[i:i+2]=='??' else re.escape(bytes.fromhex(pattern[i:i+2]))
|
||||
for i in range(0,len(pattern),2))
|
||||
matches=list(re.finditer(regex,code,re.S))
|
||||
if len(matches)!=1: raise ValueError(f'Ambiguous structure probe: {class_name}::{name}')
|
||||
return rva+matches[0].start()
|
||||
command_loop=method_address('CommandGui','OnLoop')
|
||||
system_loop=method_address('SystemControl','OnLoop')
|
||||
instructions=list(decoder.disasm(code[command_loop-rva:command_loop-rva+4096],command_loop))
|
||||
system_offsets=[]
|
||||
for index,instruction in enumerate(instructions):
|
||||
if instruction.mnemonic=='call' and instruction.op_str==hex(system_loop):
|
||||
previous=instructions[index-1]
|
||||
match=re.fullmatch(r'ecx, \[ebx \+ (0x[0-9a-f]+)\]',previous.op_str)
|
||||
if previous.mnemonic=='lea' and match: system_offsets.append(int(match.group(1),16))
|
||||
if system_offsets!=[0x320]: raise ValueError('CommandGui SystemControl offset changed')
|
||||
app_loop=list(decoder.disasm(code[hooks['OnLoop']-rva:hooks['OnLoop']-rva+4096],hooks['OnLoop']))
|
||||
app_offsets=[]
|
||||
for index,instruction in enumerate(app_loop):
|
||||
if instruction.mnemonic=='call' and instruction.op_str==hex(command_loop):
|
||||
previous=app_loop[index-1]
|
||||
if previous.mnemonic=='mov' and previous.op_str=='ecx, dword ptr [ebx + 8]':app_offsets.append(8)
|
||||
if app_offsets!=[8]: raise ValueError('CApp GUI pointer offset changed')
|
||||
get_id=method_address('ShipSystem','GetId')
|
||||
get_id_start=next(decoder.disasm(code[get_id-rva:get_id-rva+8],get_id))
|
||||
if get_id_start.mnemonic!='mov' or get_id_start.op_str!='eax, dword ptr [ecx + 0x40]':
|
||||
raise ValueError('ShipSystem id offset changed')
|
||||
get_box=method_address('SystemControl','GetSystemBox')
|
||||
box_code=list(decoder.disasm(code[get_box-rva:get_box-rva+180],get_box))
|
||||
if not any(i.mnemonic=='mov' and i.op_str=='ecx, dword ptr [eax + 0x4c]' for i in box_code):
|
||||
raise ValueError('SystemBox system pointer offset changed')
|
||||
# Position and vector offsets follow the documented win32 SystemControl
|
||||
# and SystemBox structures; the surrounding method accesses are verified.
|
||||
offsets={'app_gui':8,'gui_system_control':system_offsets[0],'system_control_position':0x28,
|
||||
'system_control_boxes':8,'system_box_position':4,'system_box_system':0x4c,'system_id':0x40}
|
||||
# Both key handlers set/clear the same force_autofire flag. Validate the
|
||||
# instructions before exposing its read-only diagnostic address.
|
||||
def flag_addresses(name, value):
|
||||
start=hooks[name]-rva
|
||||
addresses=[]
|
||||
for instruction in decoder.disasm(code[start:start+600],hooks[name]):
|
||||
if instruction.mnemonic=='mov' and instruction.op_str.startswith('byte ptr [0x') and instruction.op_str.endswith(', '+str(value)):
|
||||
absolute=int(instruction.op_str.split('[0x')[1].split(']')[0],16)
|
||||
addresses.append(absolute-struct.unpack_from('<I',data,pe+24+28)[0])
|
||||
return addresses
|
||||
flags=set(flag_addresses('OnKeyDown',1)) & set(flag_addresses('OnKeyUp',0))
|
||||
if len(flags)!=1: raise ValueError('Ambiguous force_autofire state flag')
|
||||
hooks['ForceAutofireFlag']=flags.pop()
|
||||
needed.append('ForceAutofireFlag')
|
||||
return {'sha1': hashlib.sha1(data).hexdigest(), 'rvas': {name: hooks[name] for name in needed},'offsets':offsets}
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
parser = argparse.ArgumentParser(description=__doc__)
|
||||
parser.add_argument('executable', type=Path)
|
||||
parser.add_argument('signatures', type=Path)
|
||||
parser.add_argument('output', type=Path)
|
||||
args = parser.parse_args()
|
||||
result = resolve(args.executable, args.signatures)
|
||||
args.output.write_text(json.dumps(result, indent=2), encoding='utf-8')
|
||||
print(json.dumps(result, indent=2))
|
||||
@@ -0,0 +1,667 @@
|
||||
"""Run the isolated FTL process bridge. No global desktop input is generated."""
|
||||
import argparse
|
||||
import hashlib
|
||||
import json
|
||||
import os
|
||||
import queue
|
||||
import struct
|
||||
import subprocess
|
||||
import threading
|
||||
import time
|
||||
import uuid
|
||||
from collections import deque
|
||||
from pathlib import Path
|
||||
|
||||
import frida
|
||||
from PIL import Image
|
||||
from extract_ftl import Pkg, build_ship
|
||||
from hud_alpha import clear_world_alpha
|
||||
|
||||
|
||||
def atomic_json(path, value):
|
||||
temporary = path.with_suffix('.pending')
|
||||
temporary.write_text(json.dumps(value, ensure_ascii=False), encoding='utf-8')
|
||||
replace_when_available(temporary, path)
|
||||
|
||||
|
||||
def replace_when_available(source, destination):
|
||||
# Windows readers may briefly deny replacement while opening a frame/state.
|
||||
for attempt in range(20):
|
||||
try:
|
||||
os.replace(source, destination)
|
||||
return
|
||||
except PermissionError:
|
||||
time.sleep(0.005)
|
||||
os.replace(source, destination)
|
||||
|
||||
|
||||
FRAME_HEADER = struct.Struct('<4sIIIIQd')
|
||||
|
||||
|
||||
def raw_frame_bytes(image, sequence, captured_at):
|
||||
"""Top-down RGBA; dimensions describe transport, never native input space."""
|
||||
if image.mode != 'RGBA': image = image.convert('RGBA')
|
||||
width, height = image.size
|
||||
return FRAME_HEADER.pack(b'FVR1', 1, width, height, 4, sequence, captured_at) + image.tobytes()
|
||||
|
||||
|
||||
class FramePublisher:
|
||||
"""Live frames avoid PNG compression; occasional PNGs support capture tools."""
|
||||
def __init__(self, local):
|
||||
self.local = local
|
||||
self.lock = threading.Lock()
|
||||
self.sequences = {}
|
||||
self.preview_times = {}
|
||||
self.previews = {}
|
||||
self.closed = threading.Event()
|
||||
self.preview_worker = threading.Thread(target=self._preview_frames,daemon=True)
|
||||
self.preview_worker.start()
|
||||
|
||||
def publish(self, name, image, captured_at):
|
||||
with self.lock:
|
||||
sequence = self.sequences.get(name, 0) + 1
|
||||
self.sequences[name] = sequence
|
||||
temporary = self.local / (name + '.pending.rgba')
|
||||
temporary.write_bytes(raw_frame_bytes(image, sequence, captured_at))
|
||||
replace_when_available(temporary, self.local / (name + '.rgba'))
|
||||
now = time.monotonic()
|
||||
if now - self.preview_times.get(name, 0) >= 1.0:
|
||||
self.previews[name] = image
|
||||
self.preview_times[name] = now
|
||||
|
||||
def _preview_frames(self):
|
||||
while not self.closed.wait(0.02):
|
||||
with self.lock:
|
||||
previews, self.previews = self.previews, {}
|
||||
for name, image in previews.items():
|
||||
temporary = self.local / (name + '.pending.png')
|
||||
image.save(temporary, compress_level=1)
|
||||
replace_when_available(temporary, self.local / (name + '.png'))
|
||||
|
||||
def close(self):
|
||||
self.closed.set()
|
||||
self.preview_worker.join(timeout=2)
|
||||
|
||||
|
||||
def decode_state_line(line):
|
||||
prefix = 'FTLVR_STATE '
|
||||
if prefix not in line:
|
||||
return None
|
||||
content = line.split(prefix, 1)[1].strip()
|
||||
result = json.loads(content)
|
||||
if result.get('protocol') != 2 or result.get('source') != 'hyperspace':
|
||||
raise ValueError('Unsupported FTL snapshot protocol')
|
||||
if not isinstance(result.get('shots'), list):
|
||||
result['shots'] = []
|
||||
if not isinstance(result.get('projectiles'), list):
|
||||
result['projectiles'] = []
|
||||
for side in ('player','enemy'):
|
||||
if isinstance(result.get(side),dict):
|
||||
for field in ('rooms','crew','weapons','doors','drones','system_status'):
|
||||
if not isinstance(result[side].get(field),list): result[side][field]=[]
|
||||
for room in result[side]['rooms']:
|
||||
for field in ('fire_tiles','breach_tiles'):
|
||||
if not isinstance(room.get(field),list): room[field]=[]
|
||||
if isinstance(result.get('dialog'),dict) and not isinstance(result['dialog'].get('choices'),list):
|
||||
result['dialog']['choices']=[]
|
||||
# vCrewList ownership/current-ship membership can differ during boarding.
|
||||
# Render and select each surviving crew member on its actual current ship.
|
||||
crew_by_id={c['id']:c for side in ('player','enemy') for c in (result.get(side) or {}).get('crew',[])}
|
||||
for side,ship_id in (('player',0),('enemy',1)):
|
||||
if isinstance(result.get(side),dict):
|
||||
result[side]['crew']=[c for c in crew_by_id.values() if c.get('ship')==ship_id]
|
||||
drones_by_id={d['id']:d for side in ('player','enemy') for d in (result.get(side) or {}).get('drones',[])}
|
||||
for side,ship_id in (('player',0),('enemy',1)):
|
||||
if isinstance(result.get(side),dict):
|
||||
result[side]['drones']=[d for d in drones_by_id.values() if d.get('space')==ship_id]
|
||||
return result
|
||||
|
||||
|
||||
def room_pixel(state, ship, room_id):
|
||||
data = state.get(ship) or {}
|
||||
room = next((r for r in data.get('rooms', []) if int(r['id']) == int(room_id)), None)
|
||||
if room is None:
|
||||
raise ValueError('Room is not in the current FTL ship')
|
||||
origin = state[ship + '_origin']
|
||||
center = room['center']
|
||||
return round(origin['x'] + center['x']), round(origin['y'] + center['y'])
|
||||
|
||||
|
||||
def full_screen_capture(state):
|
||||
# Native shops, upgrades, crew and equipment are world panels, never HUDs.
|
||||
return not state.get('ready') or state.get('ui_mode','menu') == 'menu'
|
||||
|
||||
|
||||
def world_gameplay_available(state):
|
||||
"""Tactical is a view of gameplay; real native modal windows block commands."""
|
||||
return bool(state.get('ready') and not state.get('blocking_ui') and not state.get('event_open') and not state.get('map_open')
|
||||
and not state.get('panel_open') and not state.get('transition')
|
||||
and (state.get('ui_mode')=='game' or
|
||||
(state.get('tactical') and state.get('ui_mode')=='screen')))
|
||||
|
||||
|
||||
def remove_enemy_hud(pixels):
|
||||
"""Remove the entire native target frame, even on cached/out-of-combat HUDs."""
|
||||
result=pixels.copy()
|
||||
result[40:602,872:,3]=0
|
||||
return result
|
||||
|
||||
|
||||
def remove_pause_overlay(pixels):
|
||||
"""The VR client shows pause from native state, never from a cached glyph."""
|
||||
result=pixels.copy()
|
||||
result[520:598,510:770,3]=0
|
||||
return result
|
||||
|
||||
|
||||
def native_window_frame(pixels):
|
||||
"""Keep native window contours, including detached boxes, and discard HUD.
|
||||
|
||||
The native renderer already clips ships and environment. Edge-connected
|
||||
cleared black becomes transparent; enclosed black window ink is retained.
|
||||
SELL includes a detached drop box and an open gap at screen center. Select
|
||||
substantial framed components, then keep their enclosed ink; requiring an
|
||||
opaque center pixel loses SELL, while filling whole bounds leaks PAUSED.
|
||||
"""
|
||||
import numpy as np
|
||||
result=pixels.copy()
|
||||
# At the fixed native 1280x720 viewport, floating window tabs start at
|
||||
# y=83. Remove the separate top HUD before finding components: its jump
|
||||
# button glow can touch the tab frame and otherwise expand the crop.
|
||||
result[:80,:,3]=0
|
||||
# Native windows have bright connected borders. The dimmed background HUD
|
||||
# can overlap a SELL drop box; exclude its dark connector pixels while
|
||||
# locating frames, then retain the original ink inside each chosen frame.
|
||||
opaque=np.max(result[:,:,:3],axis=2)>=80
|
||||
opaque[:80,:]=False
|
||||
center=(opaque.shape[1]//2,opaque.shape[0]//2)
|
||||
# Union horizontal runs rather than flood filling every window pixel in
|
||||
# Python: large opaque windows must retain the bridge's 10 Hz cadence.
|
||||
parents,runs,previous=[],[],[]
|
||||
def root(index):
|
||||
while parents[index]!=index:
|
||||
parents[index]=parents[parents[index]]
|
||||
index=parents[index]
|
||||
return index
|
||||
for y,row in enumerate(opaque):
|
||||
changes=np.flatnonzero(np.diff(np.pad(row.astype(np.int8),(1,1))))
|
||||
current=[]
|
||||
cursor=0
|
||||
for x0,x1 in zip(changes[::2],changes[1::2]):
|
||||
index=len(parents)
|
||||
parents.append(index)
|
||||
current.append((x0,x1,index))
|
||||
runs.append((y,x0,x1,index))
|
||||
while cursor<len(previous) and previous[cursor][1]<=x0: cursor+=1
|
||||
k=cursor
|
||||
while k<len(previous) and previous[k][0]<x1:
|
||||
a,b=root(index),root(previous[k][2])
|
||||
if a!=b: parents[b]=a
|
||||
k+=1
|
||||
previous=current
|
||||
bounds={}
|
||||
for y,x0,x1,index in runs:
|
||||
key=root(index)
|
||||
if key not in bounds: bounds[key]=[x0,y,x1,y+1,0]
|
||||
box=bounds[key]
|
||||
box[0]=min(box[0],x0);box[1]=min(box[1],y)
|
||||
box[2]=max(box[2],x1);box[3]=max(box[3],y+1);box[4]+=x1-x0
|
||||
candidates=[b for b in bounds.values() if b[0]<=center[0]<b[2] and b[1]<=center[1]<b[3]
|
||||
and b[2]-b[0]>=100 and b[3]-b[1]>=80]
|
||||
if not candidates:
|
||||
result[:,:,3]=0
|
||||
return result
|
||||
frame=max(candidates,key=lambda box:box[4])
|
||||
# SELL's drop target and the original item information windows are
|
||||
# separate native components. Keep their whole frames as well. Native
|
||||
# crew/weapon HUD widgets are narrower or below the window area.
|
||||
windows=[frame]+[b for b in bounds.values() if 80<=b[1]<600 and b[3]<=720 and
|
||||
b[2]-b[0]>=120 and b[3]-b[1]>=60 and b[4]>=3000 and
|
||||
not (b[0]>=875 and b[1]<100 and b[3]-b[1]>300)]
|
||||
keep=np.zeros(opaque.shape,dtype=bool)
|
||||
for x0,y0,x1,y1,_ in windows:keep[y0:y1,x0:x1]=True
|
||||
# Fill only holes enclosed by the native bright window contours, rather
|
||||
# than the entire bounding rectangle. The open gap below SELL/crew windows
|
||||
# contains the dim native PAUSED glyph; it belongs to the background.
|
||||
contour=np.zeros_like(result)
|
||||
contour[(opaque & keep),:3]=255
|
||||
result[:,:,3]=clear_world_alpha(contour)[:,:,3]
|
||||
return result
|
||||
|
||||
|
||||
def translate_command(command, state):
|
||||
modifiers=command.get('data',{}).get('modifiers',{})
|
||||
if not isinstance(modifiers,dict) or any(k not in ('shift','control') for k in modifiers):
|
||||
raise ValueError('Unsupported modifier')
|
||||
result=_translate_command(command,state)
|
||||
for instruction in result:
|
||||
instruction['modifiers']={key:False if command['action']=='system_power' else bool(modifiers.get(key,False))
|
||||
for key in ('shift','control')}
|
||||
return result
|
||||
|
||||
|
||||
def _translate_command(command, state):
|
||||
action, data = command['action'], command.get('data', {})
|
||||
if action=='text_input':
|
||||
entry=state.get('text_entry') or {}
|
||||
if not entry.get('active') or not data.get('entry_id') or str(data['entry_id'])!=str(entry.get('id')):
|
||||
raise ValueError('Native rename input is no longer active')
|
||||
operation=data.get('op')
|
||||
if operation=='insert':
|
||||
value=data.get('text','')
|
||||
if not isinstance(value,str) or not 1<=len(value)<=32 or any(not c.isprintable() for c in value):
|
||||
raise ValueError('Invalid rename text')
|
||||
return [{'type':'text','codepoint':ord(character),'entry_id':entry.get('id')} for character in value]
|
||||
if operation=='cancel':
|
||||
return [{'type':'text_cancel','entry_id':entry.get('id')}]
|
||||
events={'confirm':0,'clear':2,'backspace':3,'delete':4,'left':5,'right':6,'home':7,'end':8}
|
||||
if operation not in events: raise ValueError('Unsupported text operation')
|
||||
return [{'type':'text_event','event':events[operation],'entry_id':entry.get('id')}]
|
||||
if action == 'event_choice':
|
||||
dialog=state.get('dialog') or {}
|
||||
index=int(data['index'])
|
||||
choices=dialog.get('choices',[])
|
||||
if not state.get('event_open') or str(data.get('dialog_id')) != str(dialog.get('id')):
|
||||
raise ValueError('Event dialog changed before selection')
|
||||
if not 0 <= index < min(8,len(choices)) or not choices[index].get('enabled',True):
|
||||
raise ValueError('Event choice unavailable')
|
||||
return [{'type':'key','key':49+index}]
|
||||
if action=='navigate' and data.get('screen') in ('menu','tactical'):
|
||||
return [{'type':'key','key':27 if data['screen']=='menu' else 289}]
|
||||
if action in ('ui_mouse', 'ui_move'):
|
||||
x, y = int(data['x']), int(data['y'])
|
||||
if not (0 <= x < 1280 and 0 <= y < 720):
|
||||
raise ValueError('UI coordinates outside the original game canvas')
|
||||
return [{'type': 'move' if action == 'ui_move' else 'mouse', 'x': x, 'y': y,
|
||||
'button': data.get('button', 'left'), 'phase': data.get('phase', 'click')}]
|
||||
if action == 'key':
|
||||
allowed = {13,27,32,47,97,98,99,100,101,102,103,104,105,106,107,108,
|
||||
109,110,112,113,114,115,116,117,118,119,120,121,122,
|
||||
48,49,50,51,52,53,54,55,56,57,289,290,291}
|
||||
key = int(data['key'])
|
||||
if key not in allowed:
|
||||
raise ValueError('Unsupported game hotkey')
|
||||
return [{'type': 'key', 'key': key}]
|
||||
if action == 'cancel':
|
||||
if not world_gameplay_available(state): return [{'type':'key','key':27}]
|
||||
return [{'type':'mouse','button':'right','phase':'click','x':640,'y':719},
|
||||
{'type':'mouse','button':'left','phase':'up','x':640,'y':719},
|
||||
{'type':'mouse','button':'left','phase':'click','x':640,'y':719}]
|
||||
if not world_gameplay_available(state):
|
||||
raise ValueError('World command requires active gameplay')
|
||||
if action == 'pause':
|
||||
return [] if bool(data['paused']) == bool(state['paused']) else [{'type': 'key', 'key': 32}]
|
||||
if action == 'move_crew' or action == 'select_crew':
|
||||
crew = next((c for side in ('player','enemy') for c in (state.get(side) or {}).get('crew',[])
|
||||
if str(c['id']) == str(data['crew_id'])), None)
|
||||
if not crew or not crew['controllable'] or crew['ship'] not in (0,1):
|
||||
raise ValueError('Crew is not controllable on a current ship')
|
||||
side='player' if crew['ship']==0 else 'enemy'
|
||||
origin = state[side+'_origin']
|
||||
commands = [{'type':'mouse','button':'left','phase':'click',
|
||||
'x':round(origin['x']+crew['x']), 'y':round(origin['y']+crew['y'])}]
|
||||
if action == 'move_crew':
|
||||
if crew.get('selected'): commands=[]
|
||||
x,y = room_pixel(state, side, data['room_id'])
|
||||
commands.append({'type':'mouse','button':'right','phase':'click','x':x,'y':y})
|
||||
return commands
|
||||
if action == 'target_room':
|
||||
target=state.get('targeting') or {}
|
||||
active=target.get('active',int(state.get('weapon_selected',-1))>=0)
|
||||
side=data.get('ship','enemy')
|
||||
ships=target.get('ships',['enemy'])
|
||||
if (side=='enemy' and not state.get('combat')) or not active or side not in ships:
|
||||
raise ValueError('Select an actual FTL weapon or targeted system before targeting this ship')
|
||||
x,y = room_pixel(state, side, data['room_id'])
|
||||
return [{'type':'mouse','button':'left','phase':data.get('phase','click'),'x':x,'y':y}]
|
||||
if action == 'system_power':
|
||||
system_id=data.get('system_id')
|
||||
system_key=data.get('system_key')
|
||||
direction=data.get('direction')
|
||||
if direction not in (-1,1): raise ValueError('System power changes must be one native click')
|
||||
rows=(state.get('player') or {}).get('system_status',[])
|
||||
row=next((r for r in rows if (system_id is not None and r.get('id')==int(system_id)) or
|
||||
(system_id is None and system_key and r.get('key')==system_key)),None)
|
||||
if not row or not row.get('powerable') or not row.get('power_button'):
|
||||
raise ValueError('System power control is unavailable in the native game')
|
||||
point=row['power_button']
|
||||
return [{'type':'mouse','button':'left' if direction>0 else 'right','phase':'click',
|
||||
'x':round(point['x']),'y':round(point['y'])}]
|
||||
if action == 'door_toggle':
|
||||
if data.get('ship','player') != 'player':
|
||||
raise ValueError('Only doors on the player ship are controllable')
|
||||
door=next((d for d in (state.get('player') or {}).get('doors',[])
|
||||
if int(d['id'])==int(data['door_id'])),None)
|
||||
if not door or not door.get('controllable',False):
|
||||
raise ValueError('Door is unavailable or locked in the native game')
|
||||
origin=state['player_origin']
|
||||
return [{'type':'mouse','button':'left','phase':'click',
|
||||
'x':round(origin['x']+door['x']),'y':round(origin['y']+door['y'])}]
|
||||
if action == 'navigate':
|
||||
screen = data['screen']
|
||||
if screen in ('jump','ship','store') and not state.get('navigation',{}).get(screen,False):
|
||||
raise ValueError('Navigation action is unavailable in the current game state')
|
||||
if screen == 'tactical':
|
||||
return [{'type':'key','key':289}]
|
||||
if screen == 'menu':
|
||||
return [{'type':'key','key':27}]
|
||||
if screen == 'jump':
|
||||
point = state['jump_button']
|
||||
return [{'type':'mouse','button':'left','x':int(point['x'])+25,'y':int(point['y'])+15}]
|
||||
if screen == 'ship':
|
||||
point = state['ship_button']
|
||||
return [{'type':'mouse','button':'left','x':int(point['x'])+15,'y':int(point['y'])+15}]
|
||||
if screen == 'store':
|
||||
return [{'type':'key','key':291}]
|
||||
raise ValueError(f'Unsupported command: {action}')
|
||||
|
||||
|
||||
def main():
|
||||
parser = argparse.ArgumentParser(description=__doc__)
|
||||
parser.add_argument('--lab', type=Path, required=True)
|
||||
parser.add_argument('--project', type=Path, default=Path(__file__).resolve().parents[1])
|
||||
parser.add_argument('--hooks', type=Path, required=True)
|
||||
parser.add_argument('--seconds', type=float, default=0, help='Bounded diagnostic run; zero keeps bridge running')
|
||||
parser.add_argument('--pid', type=int, help='Attach only to this verified lab PID instead of launching')
|
||||
parser.add_argument('--allow-input', action='store_true', help='Enable commands from the VR client')
|
||||
parser.add_argument('--stop-file',type=Path,help='Stop when this launcher-owned file appears')
|
||||
args = parser.parse_args()
|
||||
lab = args.lab.resolve()
|
||||
marker = json.loads((lab / 'ftlvr-lab.json').read_text())
|
||||
if not marker.get('activated'):
|
||||
raise ValueError('Lab is prepared but not activated')
|
||||
hooks = json.loads(args.hooks.read_text())
|
||||
executable = lab / 'FTLGame.exe'
|
||||
if hashlib.sha1(executable.read_bytes()).hexdigest() != hooks['sha1']:
|
||||
raise ValueError('Lab executable fingerprint changed; refusing to attach')
|
||||
local = args.project.resolve() / 'local_game_data'
|
||||
local.mkdir(exist_ok=True)
|
||||
status_path = local / 'bridge_status.json'
|
||||
command_path = local / 'commands.jsonl'
|
||||
frame_queue = queue.Queue(maxsize=1)
|
||||
hud_queue = queue.Queue(maxsize=1)
|
||||
log_queue = queue.Queue()
|
||||
stop = threading.Event()
|
||||
current = {}
|
||||
native_text_entry={'active':False}
|
||||
native_power_buttons={}
|
||||
power_buttons_received=0.0
|
||||
capture_size = [1280,720]
|
||||
state_lock = threading.Lock()
|
||||
errors = []
|
||||
assets = Pkg(Path(marker['source_game'])/'ftl.dat')
|
||||
prepared_ships = set()
|
||||
recent_events = deque(maxlen=128)
|
||||
bridge_session = uuid.uuid4().hex
|
||||
publisher = FramePublisher(local)
|
||||
(local/'.gdignore').touch()
|
||||
|
||||
def on_message(message, binary):
|
||||
if message['type'] == 'error':
|
||||
errors.append(message.get('stack', str(message)))
|
||||
return
|
||||
payload = message.get('payload', {})
|
||||
if payload.get('type') in ('frame','hud_frame') and binary:
|
||||
if payload['type']=='frame':
|
||||
capture_size[:] = [payload.get('native_width',payload['width']),
|
||||
payload.get('native_height',payload['height'])]
|
||||
target=hud_queue if payload['type']=='hud_frame' else frame_queue
|
||||
# Each stream keeps its newest sample. A regular screen cannot
|
||||
# displace the supplemental HUD captured immediately before it.
|
||||
try: target.put_nowait((payload,binary))
|
||||
except queue.Full:
|
||||
try: target.get_nowait()
|
||||
except queue.Empty: pass
|
||||
try: target.put_nowait((payload,binary))
|
||||
except queue.Full: pass
|
||||
else:
|
||||
log_queue.put(payload)
|
||||
|
||||
def encode_frames(source_queue):
|
||||
last_hud_image = None
|
||||
while not stop.is_set():
|
||||
try: payload,binary = source_queue.get(timeout=0.05)
|
||||
except queue.Empty: continue
|
||||
try:
|
||||
image = Image.frombytes('RGBA',(payload['width'],payload['height']),binary).transpose(Image.Transpose.FLIP_TOP_BOTTOM)
|
||||
captured_at=payload.get('captured_at',time.time())
|
||||
with state_lock:
|
||||
snapshot=dict(current)
|
||||
# The Tactical stream retains the complete native screen at a
|
||||
# smaller resolution. Its independent worker never waits for
|
||||
# HUD flood-fill or PNG compression.
|
||||
tactical_only=bool(snapshot.get('tactical') and not any(snapshot.get(key) for key in ('map_open','event_open','panel_open','blocking_ui')))
|
||||
if payload['type']=='frame' and tactical_only and payload.get('supplemental_hud'):
|
||||
publisher.publish('screen_frame',image,captured_at)
|
||||
continue
|
||||
if image.size != (1280,720): image = image.resize((1280,720),Image.Resampling.NEAREST)
|
||||
# Preserve the original UI RGB. Make only the cleared black world transparent.
|
||||
rgb = image.convert('RGB')
|
||||
import numpy as np
|
||||
pixels = np.array(image)
|
||||
clean_pixels=None
|
||||
panel_pixels=None
|
||||
if payload['type']=='hud_frame':
|
||||
if full_screen_capture(snapshot): continue
|
||||
last_hud_image=Image.fromarray(remove_enemy_hud(clear_world_alpha(pixels)))
|
||||
publisher.publish('hud_frame',last_hud_image,captured_at)
|
||||
with state_lock: current['capture_full_screen']=False
|
||||
continue
|
||||
controller_screen=bool(snapshot.get('map_open') or snapshot.get('tactical'))
|
||||
event_open=bool(snapshot.get('event_open'))
|
||||
panel_open=bool(snapshot.get('panel_open'))
|
||||
full_screen=full_screen_capture(snapshot)
|
||||
# Native windows stay original. Gameplay never promotes a colored
|
||||
# world/jump frame into an opaque head-locked screen.
|
||||
if controller_screen:
|
||||
publisher.publish('screen_frame',image,captured_at)
|
||||
if event_open:
|
||||
publisher.publish('event_frame',rgb.convert('RGBA'),captured_at)
|
||||
if panel_open:
|
||||
panel_pixels=native_window_frame(pixels)
|
||||
publisher.publish('panel_frame',Image.fromarray(panel_pixels),captured_at)
|
||||
# This original frame still supplies map/dialog/window pixels.
|
||||
# Its independent HUD sample is processed by its own worker.
|
||||
if payload.get('supplemental_hud') and not full_screen:
|
||||
continue
|
||||
if full_screen:
|
||||
image=rgb.convert('RGBA')
|
||||
elif controller_screen or event_open or panel_open or snapshot.get('transition'):
|
||||
if last_hud_image is None:
|
||||
if panel_open:
|
||||
clean_pixels=clear_world_alpha(pixels)
|
||||
hud=clean_pixels.copy()
|
||||
hud[panel_pixels[:,:,3]>0,3]=0
|
||||
last_hud_image=Image.fromarray(remove_enemy_hud(hud))
|
||||
elif event_open:
|
||||
pixels=clear_world_alpha(pixels)
|
||||
left=313 if (snapshot.get('dialog') or {}).get('centered',True) else 163
|
||||
pixels[138:528,left:left+650,3]=0
|
||||
last_hud_image=Image.fromarray(remove_enemy_hud(pixels))
|
||||
else:
|
||||
last_hud_image=Image.new('RGBA',(1280,720),(0,0,0,0))
|
||||
image=last_hud_image.copy()
|
||||
else:
|
||||
# A transition can race a snapshot by one frame. Retain the
|
||||
# last UI until the native world is clipped; never flash it.
|
||||
middle=np.any(pixels[180:490,400:850,:3]!=0,axis=2)
|
||||
if float(middle.mean())>0.18:
|
||||
if last_hud_image is None: continue
|
||||
image=last_hud_image.copy()
|
||||
else:
|
||||
pixels=clear_world_alpha(pixels)
|
||||
image=Image.fromarray(remove_enemy_hud(pixels))
|
||||
last_hud_image=image.copy()
|
||||
if not full_screen:
|
||||
image=Image.fromarray(remove_pause_overlay(remove_enemy_hud(np.array(image))))
|
||||
with state_lock:
|
||||
current['capture_full_screen']=full_screen
|
||||
publisher.publish('hud_frame',image,captured_at)
|
||||
except Exception as error:
|
||||
errors.append('Frame encode: '+str(error))
|
||||
|
||||
workers=[threading.Thread(target=encode_frames,args=(source,),daemon=True)
|
||||
for source in (frame_queue,hud_queue)]
|
||||
for worker in workers: worker.start()
|
||||
process = None
|
||||
if args.pid is None:
|
||||
startup = subprocess.STARTUPINFO()
|
||||
startup.dwFlags |= subprocess.STARTF_USESHOWWINDOW
|
||||
startup.wShowWindow = 0
|
||||
process = subprocess.Popen([str(executable),'--force-opengl'],cwd=lab,
|
||||
startupinfo=startup,creationflags=subprocess.CREATE_NO_WINDOW)
|
||||
pid = process.pid
|
||||
else:
|
||||
pid = args.pid
|
||||
# Verify the attached process is this lab executable, not a different FTL copy.
|
||||
import ctypes
|
||||
from ctypes import wintypes
|
||||
kernel = ctypes.WinDLL('kernel32',use_last_error=True)
|
||||
kernel.OpenProcess.argtypes=[wintypes.DWORD,wintypes.BOOL,wintypes.DWORD]
|
||||
kernel.OpenProcess.restype=wintypes.HANDLE
|
||||
kernel.QueryFullProcessImageNameW.argtypes=[wintypes.HANDLE,wintypes.DWORD,wintypes.LPWSTR,ctypes.POINTER(wintypes.DWORD)]
|
||||
kernel.CloseHandle.argtypes=[wintypes.HANDLE]
|
||||
handle=kernel.OpenProcess(0x1000,False,pid)
|
||||
buffer=ctypes.create_unicode_buffer(32768); count=wintypes.DWORD(len(buffer))
|
||||
try:
|
||||
if not handle or not kernel.QueryFullProcessImageNameW(handle,0,buffer,ctypes.byref(count)) or Path(buffer.value).resolve()!=executable:
|
||||
raise ValueError('PID does not belong to the verified isolated lab')
|
||||
finally:
|
||||
if handle: kernel.CloseHandle(handle)
|
||||
print('FTLVR_LAB_PID',pid,flush=True)
|
||||
session=None
|
||||
start=time.monotonic()
|
||||
command_offset=command_path.stat().st_size if command_path.exists() else 0
|
||||
log_offset=0
|
||||
native_capture_status={}
|
||||
capture_status_received=0.0
|
||||
supplemental_enabled=None
|
||||
pending_log=''
|
||||
try:
|
||||
time.sleep(1)
|
||||
session=frida.attach(pid)
|
||||
agent_source=(Path(__file__).parents[1]/'bridge/agent.js').read_text()
|
||||
hooks['capture_interval_ms']=100
|
||||
script=session.create_script(agent_source.replace('CONFIG_PLACEHOLDER',json.dumps(hooks)))
|
||||
script.on('message',on_message)
|
||||
script.load()
|
||||
if process:
|
||||
# Install native hooks after Hyperspace has finished its own detours.
|
||||
boot_deadline = time.monotonic()+45
|
||||
while time.monotonic()<boot_deadline:
|
||||
boot_log=lab/'FTL.log'
|
||||
if boot_log.exists() and 'Running Game!' in boot_log.read_text(errors='replace'):
|
||||
break
|
||||
if process.poll() is not None: raise RuntimeError('Lab exited during startup')
|
||||
time.sleep(0.1)
|
||||
else: raise TimeoutError('FTL did not finish startup')
|
||||
script.exports_sync.start()
|
||||
while not stop.is_set() and (not args.seconds or time.monotonic()-start<args.seconds):
|
||||
if args.stop_file and args.stop_file.exists(): break
|
||||
if process and process.poll() is not None: break
|
||||
log_path=lab/'FTL_HS.log'
|
||||
if not log_path.exists(): log_path=lab/'ftl_hs.log'
|
||||
if log_path.exists():
|
||||
if log_path.stat().st_size < log_offset:
|
||||
log_offset=0; pending_log=''; recent_events.clear()
|
||||
with log_path.open('r',encoding='utf-8',errors='replace') as stream:
|
||||
stream.seek(log_offset)
|
||||
pending_log+=stream.read()
|
||||
log_offset=stream.tell()
|
||||
lines=pending_log.split('\n'); pending_log=lines.pop()
|
||||
latest=None; shots=[]
|
||||
for line in lines:
|
||||
try: state=decode_state_line(line)
|
||||
except (ValueError,json.JSONDecodeError) as error: errors.append(str(error)); continue
|
||||
if state:
|
||||
latest=state; shots.extend(state.get('shots',[]))
|
||||
elif 'FTLVR_ERROR' in line: errors.append(line.strip())
|
||||
if latest:
|
||||
enable_supplemental=bool(latest.get('ready') and latest.get('ui_mode')!='menu')
|
||||
presentation='tactical' if latest.get('tactical') and not any(latest.get(key) for key in ('map_open','event_open','panel_open','blocking_ui')) else ('game' if enable_supplemental and not any(latest.get(key) for key in ('map_open','event_open','panel_open')) else 'window')
|
||||
capture_mode=(enable_supplemental,presentation)
|
||||
if supplemental_enabled!=capture_mode:
|
||||
script.exports_sync.capturemode({'enabled':enable_supplemental,'presentation':presentation})
|
||||
supplemental_enabled=capture_mode
|
||||
if time.monotonic()-power_buttons_received<=1:
|
||||
for row in (latest.get('player') or {}).get('system_status',[]):
|
||||
point=native_power_buttons.get(str(int(row['id'])))
|
||||
if point: row['power_button']=dict(point)
|
||||
recent_events.extend(shots)
|
||||
for side in ('player','enemy'):
|
||||
ship=latest.get(side)
|
||||
if ship:
|
||||
layout, image_name=ship['layout'],ship['image']
|
||||
key=layout if layout==image_name else f'{layout}__{image_name}'
|
||||
ship['asset_key']=key
|
||||
if key not in prepared_ships:
|
||||
build_ship(assets,layout,local,image_name,native_image_rect=ship.get('ship_image'))
|
||||
prepared_ships.add(key)
|
||||
with state_lock:
|
||||
latest['capture_full_screen']=current.get('capture_full_screen',False)
|
||||
current.clear(); current.update(latest); current['shots']=list(recent_events)
|
||||
current['text_entry']=dict(native_text_entry)
|
||||
current['bridge_session']=bridge_session
|
||||
current['bridge_time_unix']=time.time()
|
||||
atomic_json(local/'live_state.json',current)
|
||||
while not log_queue.empty():
|
||||
payload=log_queue.get()
|
||||
if payload.get('type')=='text_entry':
|
||||
native_text_entry=dict(payload['value'])
|
||||
with state_lock:
|
||||
current['text_entry']=dict(native_text_entry)
|
||||
continue
|
||||
if payload.get('type')=='system_power_buttons':
|
||||
width,height=payload['width'],payload['height']
|
||||
native_power_buttons={key:{'x':point['x']*1280/width,'y':point['y']*720/height}
|
||||
for key,point in payload['buttons'].items()
|
||||
if 0<=point['x']<width and 0<=point['y']<height}
|
||||
power_buttons_received=time.monotonic()
|
||||
continue
|
||||
print('FTLVR_AGENT',json.dumps(payload),flush=True)
|
||||
if payload.get('type','').endswith('error'): errors.append(str(payload))
|
||||
if args.allow_input and command_path.exists():
|
||||
with command_path.open('r',encoding='utf-8') as stream:
|
||||
stream.seek(command_offset)
|
||||
for line in stream:
|
||||
try:
|
||||
command=json.loads(line)
|
||||
if not -1 <= time.time()-float(command.get('time_unix',0)) <= 3: continue
|
||||
with state_lock: instructions=translate_command(command,current)
|
||||
for instruction in instructions:
|
||||
instruction['id']=command.get('id',time.time_ns())
|
||||
if 'x' in instruction:
|
||||
instruction['x']=round(instruction['x']*capture_size[0]/1280)
|
||||
instruction['y']=round(instruction['y']*capture_size[1]/720)
|
||||
script.exports_sync.command(instruction)
|
||||
except Exception as error:
|
||||
errors.append('Command rejected: '+str(error))
|
||||
command_offset=stream.tell()
|
||||
if time.monotonic()-capture_status_received>=1:
|
||||
native_capture_status=script.exports_sync.status()
|
||||
capture_status_received=time.monotonic()
|
||||
atomic_json(status_path,{'pid':pid,'connected':True,'input_enabled':args.allow_input,
|
||||
'live_state_received':bool(current) and time.time()-current.get('bridge_time_unix',0)<2,
|
||||
'capture_received':any((local/name).exists() and time.time()-(local/name).stat().st_mtime<2 for name in ('hud_frame.rgba','hud_frame.png')),
|
||||
'errors':errors[-10:],'heartbeat':time.time(),'native_capture':native_capture_status})
|
||||
time.sleep(0.02)
|
||||
finally:
|
||||
stop.set()
|
||||
for worker in workers: worker.join(timeout=2)
|
||||
publisher.close()
|
||||
if process and process.poll() is None:
|
||||
try:
|
||||
script.exports_sync.command({'type':'key','key':290,'id':'save-and-exit'})
|
||||
process.wait(timeout=8)
|
||||
except Exception:
|
||||
process.terminate(); process.wait(timeout=10)
|
||||
errors.append('Graceful exit failed; last FTL autosave remains available')
|
||||
if session:
|
||||
try: session.detach()
|
||||
except frida.InvalidOperationError: pass
|
||||
atomic_json(status_path,{'pid':pid,'connected':False,'errors':errors[-10:],'heartbeat':time.time()})
|
||||
if errors: print('FTLVR_ERRORS',json.dumps(errors[-10:]),flush=True)
|
||||
|
||||
|
||||
if __name__=='__main__':
|
||||
main()
|
||||
@@ -0,0 +1,129 @@
|
||||
"""Create this source checkout's Python environment, or check launch readiness.
|
||||
|
||||
Setup installs Python packages and creates local configuration only. It never
|
||||
copies, patches, launches or attaches to FTL. --check and --dry-run are read-only.
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import argparse
|
||||
import importlib.util
|
||||
import json
|
||||
import os
|
||||
import shutil
|
||||
import subprocess
|
||||
import sys
|
||||
from pathlib import Path
|
||||
|
||||
PROJECT = Path(__file__).resolve().parents[1]
|
||||
VENV = PROJECT / ".venv"
|
||||
VENV_PYTHON = VENV / "Scripts" / "python.exe"
|
||||
LOCAL = PROJECT / "local_game_data"
|
||||
CONFIG = LOCAL / "launcher.json"
|
||||
|
||||
|
||||
def require_platform() -> None:
|
||||
if os.name != "nt":
|
||||
raise ValueError("The live game bridge currently supports Windows only.")
|
||||
if sys.version_info < (3, 10):
|
||||
raise ValueError("Python 3.10 or newer is required; Python 3.12 is recommended.")
|
||||
|
||||
|
||||
def setup(dry_run: bool = False) -> None:
|
||||
require_platform()
|
||||
steps = [
|
||||
f"Create or reuse {VENV}",
|
||||
"Install the packages from requirements.txt inside .venv (internet access required)",
|
||||
"Copy config/launcher.example.json to local_game_data/launcher.json if absent",
|
||||
"Keep all game paths unconfigured until you edit launcher.json",
|
||||
]
|
||||
for step in steps:
|
||||
print(step, flush=True)
|
||||
if dry_run:
|
||||
print("Dry run complete: no files or dependencies were changed.")
|
||||
return
|
||||
if VENV.exists() and not VENV_PYTHON.is_file():
|
||||
raise ValueError(".venv exists but is incomplete. Rename that folder and run SETUP.cmd again.")
|
||||
if not VENV_PYTHON.is_file():
|
||||
subprocess.run([sys.executable, "-m", "venv", str(VENV)], check=True)
|
||||
subprocess.run(
|
||||
[str(VENV_PYTHON), "-m", "pip", "install", "-r", str(PROJECT / "requirements.txt")],
|
||||
check=True,
|
||||
)
|
||||
LOCAL.mkdir(exist_ok=True)
|
||||
(LOCAL / ".gdignore").touch()
|
||||
if not CONFIG.exists():
|
||||
shutil.copyfile(PROJECT / "config" / "launcher.example.json", CONFIG)
|
||||
print("\nPython environment ready. Finish docs/INSTALLATION.md before launching.")
|
||||
print(f"Edit your local paths in: {CONFIG}")
|
||||
print("SETUP.cmd does not install Hyperspace or prepare a game copy.")
|
||||
|
||||
|
||||
def check(desktop: bool = False) -> None:
|
||||
require_platform()
|
||||
missing = [name for name in ("frida", "PIL", "numpy", "capstone")
|
||||
if importlib.util.find_spec(name) is None]
|
||||
if missing:
|
||||
raise ValueError("Missing Python packages: " + ", ".join(missing) + ". Run SETUP.cmd first.")
|
||||
if not CONFIG.is_file():
|
||||
raise ValueError("Missing local_game_data/launcher.json. Run SETUP.cmd and edit its paths.")
|
||||
config = json.loads(CONFIG.read_text(encoding="utf-8-sig"))
|
||||
if not isinstance(config, dict):
|
||||
raise ValueError("launcher.json must contain a JSON object with lab, hooks and godot paths.")
|
||||
for key in ("lab", "hooks", "godot"):
|
||||
if not isinstance(config.get(key), str) or not config[key].strip():
|
||||
raise ValueError(f"launcher.json needs a nonempty {key} path.")
|
||||
if not Path(config[key]).is_absolute():
|
||||
raise ValueError(f"Use an absolute path for {key} in launcher.json.")
|
||||
lab = Path(config["lab"])
|
||||
if not lab.is_dir():
|
||||
raise ValueError("The configured lab directory does not exist. Complete isolated lab preparation.")
|
||||
for key in ("hooks", "godot"):
|
||||
if not Path(config[key]).is_file():
|
||||
raise ValueError(f"The configured {key} file does not exist: {config[key]}")
|
||||
if not (lab / "ftlvr-lab.json").is_file():
|
||||
raise ValueError("The configured lab has no ftlvr-lab.json marker. Complete isolated lab preparation.")
|
||||
marker = json.loads((lab / "ftlvr-lab.json").read_text(encoding="utf-8-sig"))
|
||||
if not isinstance(marker, dict):
|
||||
raise ValueError("The lab marker is malformed. Use a correctly prepared isolated lab.")
|
||||
source = marker.get("source_game")
|
||||
if not isinstance(source, str) or not (Path(source) / "ftl.dat").is_file():
|
||||
raise ValueError("The owned original installation recorded by the lab is unavailable. Restore that path.")
|
||||
if not (LOCAL / "manifest.json").is_file():
|
||||
raise ValueError("Local game assets are missing. Run tools/extract_ftl.py on your owned ftl.dat.")
|
||||
manifest = json.loads((LOCAL / "manifest.json").read_text(encoding="utf-8-sig"))
|
||||
if not isinstance(manifest, dict):
|
||||
raise ValueError("The local asset manifest is malformed. Run tools/extract_ftl.py again.")
|
||||
if not manifest.get("ships") or not manifest.get("fonts") or not manifest.get("ui_assets"):
|
||||
raise ValueError("Local extraction is incomplete. Run tools/extract_ftl.py again.")
|
||||
# The production launcher's own checks include executable fingerprints,
|
||||
# required hook families, dependencies, loader and the OpenXR runtime.
|
||||
sys.dont_write_bytecode = True
|
||||
from launch import preflight
|
||||
result = preflight(config, desktop=desktop)
|
||||
print(json.dumps(result, indent=2))
|
||||
print("Setup checks passed. No game was launched or modified.")
|
||||
print("This checks readiness; it does not measure headset performance.")
|
||||
|
||||
|
||||
def main() -> None:
|
||||
parser = argparse.ArgumentParser(description=__doc__)
|
||||
modes = parser.add_mutually_exclusive_group()
|
||||
modes.add_argument("--check", action="store_true", help="Read-only local launch preflight")
|
||||
modes.add_argument("--dry-run", action="store_true", help="Describe setup without writing or installing")
|
||||
parser.add_argument("--desktop", action="store_true", help="Skip the SteamVR runtime check with --check")
|
||||
args = parser.parse_args()
|
||||
if args.desktop and not args.check:
|
||||
parser.error("--desktop is only valid with --check")
|
||||
if args.check:
|
||||
check(desktop=args.desktop)
|
||||
else:
|
||||
setup(dry_run=args.dry_run)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
try:
|
||||
main()
|
||||
except (OSError, ValueError, KeyError, subprocess.CalledProcessError) as error:
|
||||
print(f"FTL Tabletop VR setup: {error}", file=sys.stderr)
|
||||
sys.exit(1)
|
||||
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Block a user