Timer and Day modules
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11
inc/system/system.day.lua
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11
inc/system/system.day.lua
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@@ -0,0 +1,11 @@
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local _day_increase_handlers = {}
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function Day.increase()
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Context.day_count = Context.day_count + 1
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for _, handler in ipairs(_day_increase_handlers) do
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handler()
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end
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end
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function Day.register_handler(handler)
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table.insert(_day_increase_handlers, handler)
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end
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@@ -19,11 +19,12 @@ function TIC()
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cls(Config.colors.black)
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local handler = Window.get_current_handler() -- Get handler from Window manager
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if handler then
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handler()
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handler()
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end
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Meter.update()
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Timer.update()
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if Context.game_in_progress then
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UI.draw_meters()
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UI.draw_timer()
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UI.draw_meters()
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Timer.draw()
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end
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end
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end
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107
inc/system/system.timer.lua
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107
inc/system/system.timer.lua
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--- @section Timer
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local timer_duration = 1800
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local timer_decay_per_revolution = 20
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--- Gets initial timer values.
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--- @within Timer
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--- @return result table Initial timer values. </br>
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--- Fields: </br>
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--- * progress (number) Clock timer revolution progress (0 to 1).
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function Timer.get_initial()
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return {
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progress = 0,
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}
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end
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--- Sets the number of frames for one full timer revolution.
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--- @within Timer
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--- @param frames number Frames per revolution.
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function Timer.set_duration(frames)
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timer_duration = frames
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end
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--- Sets the decay amount applied to all meters per revolution.
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--- @within Timer
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--- @param amount number Amount to subtract from each meter.
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function Timer.set_decay(amount)
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timer_decay_per_revolution = amount
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end
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--- Gets the timer decay as a percentage of the max meter value.
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--- @within Timer
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--- @return number The decay percentage per revolution.
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function Timer.get_decay_percentage()
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return math.floor(timer_decay_per_revolution / Meter.get_max() * 100)
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end
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--- Updates the timer and handles revolution events.
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--- @within Timer
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function Timer.update()
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if not Context or not Context.game_in_progress or not Context.meters or not Context.timer then return end
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local m = Context.meters
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local t = Context.timer
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local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
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if not in_minigame then
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t.progress = t.progress + (1 / timer_duration)
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if t.progress >= 1 then
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Day.increase()
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t.progress = t.progress - 1
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m.ism = math.max(0, m.ism - timer_decay_per_revolution)
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m.wpm = math.max(0, m.wpm - timer_decay_per_revolution)
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m.bm = math.max(0, m.bm - timer_decay_per_revolution)
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end
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end
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end
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--- Draws the clock timer indicator as a circular progress bar.
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--- @within Timer
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function Timer.draw()
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if not Context or not Context.game_in_progress or not Context.meters or not Context.timer then return end
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if Context.meters.hidden and not Context.stat_screen_active then return end
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local cx = 10
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local cy = 20
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local r_outer = 5
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local r_inner = 3
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local progress = Context.timer.progress
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local fg_color
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if progress <= 0.25 then
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fg_color = Config.colors.white
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elseif progress <= 0.5 then
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fg_color = Config.colors.light_blue
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elseif progress <= 0.75 then
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fg_color = Config.colors.blue
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elseif progress <= 1 then
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fg_color = Config.colors.red
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end
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local bg_color = Config.colors.dark_grey
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local start_angle = -math.pi * 0.5
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local progress_angle = progress * 2 * math.pi
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local r_outer_sq = r_outer * r_outer
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local r_inner_sq = r_inner * r_inner
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for dy = -r_outer, r_outer do
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for dx = -r_outer, r_outer do
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local dist_sq = dx * dx + dy * dy
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if dist_sq <= r_outer_sq and dist_sq > r_inner_sq then
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local angle = math.atan(dy, dx)
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local relative = angle - start_angle
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if relative < 0 then relative = relative + 2 * math.pi end
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if relative <= progress_angle then
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pix(cx + dx, cy + dy, fg_color)
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else
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pix(cx + dx, cy + dy, bg_color)
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end
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end
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end
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end
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local hand_angle = start_angle + progress_angle
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local hand_x = math.floor(cx + math.cos(hand_angle) * (r_inner - 1) + 0.5)
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local hand_y = math.floor(cy + math.sin(hand_angle) * (r_inner - 1) + 0.5)
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line(cx, cy, hand_x, hand_y, Config.colors.white)
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end
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@@ -155,60 +155,6 @@ function UI.draw_decision_selector(decisions, selected_decision_index)
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end
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end
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--- Draws the clock timer indicator as a circular progress bar in the top-left area.
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--- Color transitions: white (0-50%), yellow (50-75%), red (75-100%).
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--- @within UI
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function UI.draw_timer()
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if not Context or not Context.game_in_progress or not Context.meters then return end
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if Context.meters.hidden and not Context.stat_screen_active then return end
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local m = Context.meters
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local cx = 10
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local cy = 20
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local r_outer = 5
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local r_inner = 3
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local progress = m.timer_progress
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local fg_color
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if progress <= 0.25 then
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fg_color = Config.colors.white
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elseif progress <= 0.5 then
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fg_color = Config.colors.light_blue
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elseif progress <= 0.75 then
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fg_color = Config.colors.blue
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elseif progress <= 1 then
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fg_color = Config.colors.red
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end
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local bg_color = Config.colors.dark_grey
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local start_angle = -math.pi * 0.5
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local progress_angle = progress * 2 * math.pi
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local r_outer_sq = r_outer * r_outer
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local r_inner_sq = r_inner * r_inner
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for dy = -r_outer, r_outer do
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for dx = -r_outer, r_outer do
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local dist_sq = dx * dx + dy * dy
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if dist_sq <= r_outer_sq and dist_sq > r_inner_sq then
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local angle = math.atan(dy, dx)
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local relative = angle - start_angle
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if relative < 0 then relative = relative + 2 * math.pi end
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if relative <= progress_angle then
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pix(cx + dx, cy + dy, fg_color)
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else
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pix(cx + dx, cy + dy, bg_color)
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end
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end
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end
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end
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local hand_angle = start_angle + progress_angle
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local hand_x = math.floor(cx + math.cos(hand_angle) * (r_inner - 1) + 0.5)
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local hand_y = math.floor(cy + math.sin(hand_angle) * (r_inner - 1) + 0.5)
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line(cx, cy, hand_x, hand_y, Config.colors.white)
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end
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--- Draws meters.
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--- @within UI
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function UI.draw_meters()
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