[ui] build bar, top strip, inspector, commission fax, toasts

The five M1 surfaces, replacing the stub:

- buildbar.ts: one button per machine, hotkeys 1-9, R rotates, Esc or
  right-click clears. LANE-DATA shipped 21 machines, so the bar wraps
  rather than running off both edges of the viewport; slots 10-21 are
  click-only for now (paging proposed in NOTES).
- topstrip.ts: bandwidth meter going amber at 85% and red + flashing
  BROWNOUT over 100%, buffer, shipped ticker + per-item chips, tick or
  HALTED. The brownout is legible from this panel alone, which is the
  one failure the player has to read across the room.
- inspector.ts: name, codex flavor, intake/output chips with live
  buffers, process bar, heat, jam reason. Holds an entity id and
  re-looks-up each frame, so a removed unit closes itself.
- fax.ts: the commission card with wants-as-chips and a FAX SENT stamp
  on commissionDone.
- toasts.ts: max 4, 6s TTL, colored per event kind.

Click-to-inspect is not wired: the UI cannot reach renderer.pickTile
(UIBus exposes only dispatch/selectedBuild, and ui.init never sees the
Renderer). TAB cycles the unit manifest as a stopgap so the inspector is
reachable without a console. Contract request filed in NOTES.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
type-two 2026-07-17 16:15:50 +10:00
parent d017e710ad
commit c18309f464
6 changed files with 545 additions and 10 deletions

75
fktry/src/ui/buildbar.ts Normal file
View File

@ -0,0 +1,75 @@
/**
* LANE-UI build bar. One button per machine in GameData.machines, hotkeys 1-9.
* Click or hotkey selects for placement; main.ts does the ghost and the actual place.
*/
import type { GameData } from '../contracts';
import { attrs, cls, el, panel, text } from './dom';
import { machineColor } from './palette';
import type { BuildSelection } from './selection';
import { COPY, DIR_NAME } from './voice';
export interface BuildBar {
el: HTMLElement;
/** Select the machine in slot `n` (1-based, as printed on the button). */
selectSlot(n: number): void;
sync(): void;
}
export function createBuildBar(data: GameData, sel: BuildSelection): BuildBar {
const root = panel();
root.id = 'fk-build';
const row = el('div', 'fk-build-row');
const hint = el('div');
hint.id = 'fk-build-hint';
const buttons: Array<{ def: string; btn: HTMLButtonElement }> = [];
data.machines.forEach((m, i) => {
const btn = el('button', 'fk-build-btn');
attrs(btn, { type: 'button', title: `${m.name}${m.kind}` });
const ico = el('div', 'fk-build-ico');
ico.style.background = machineColor(m);
btn.append(ico);
// Only the first nine get a printed hotkey; the rest are click-only until the
// bar grows tabs/pages (a later round's problem).
if (i < 9) {
const key = el('span', 'fk-build-key');
key.textContent = String(i + 1);
btn.append(key);
}
btn.append(el('span', 'fk-build-name', [m.name]));
btn.addEventListener('click', () => sel.select(m.id));
row.append(btn);
buttons.push({ def: m.id, btn });
});
root.append(row, hint);
function sync() {
const cur = sel.get();
for (const b of buttons) cls(b.btn, 'is-sel', cur?.def === b.def);
if (cur) {
const def = data.machines.find((m) => m.id === cur.def);
text(hint, `${def?.name ?? cur.def} · FACING ${DIR_NAME[cur.dir]} · ${COPY.placingHint}`);
} else {
text(hint, COPY.idleHint);
}
cls(hint, 'is-placing', !!cur);
}
sel.onChange(sync);
sync();
return {
el: root,
selectSlot(n) {
const b = buttons[n - 1];
if (b) sel.select(b.def);
},
sync,
};
}

70
fktry/src/ui/fax.ts Normal file
View File

@ -0,0 +1,70 @@
/**
* LANE-UI the commission fax. The fax machine is sacred, do not ask why it works
* (lore §6). Sits under THE SCREEN, top right.
*
* Progress comes from `snap.commissionProgress` (itemId -> count delivered), measured
* against the active CommissionDef's `wants`.
*/
import type { CommissionDef, GameData, ItemDef, SimSnapshot } from '../contracts';
import { createChipRow, type ChipRow } from './chips';
import { cls, el, panel, text } from './dom';
import { COPY } from './voice';
export interface Fax {
el: HTMLElement;
update(snap: SimSnapshot): void;
/** Play the stamp. Driven by the `commissionDone` event, not by progress math. */
stamp(): void;
}
const STAMP_MS = 1800; // must match the fk-stamp keyframes in style.ts
export function createFax(data: GameData): Fax {
const commissions = new Map<string, CommissionDef>(data.commissions.map((c) => [c.id, c]));
const items = new Map<string, ItemDef>(data.items.map((i) => [i.id, i]));
const root = panel();
root.id = 'fk-fax';
const head = el('div', 'fk-h fk-fax-h', [COPY.faxHeader]);
const sub = el('div', 'fk-fax-sub', [COPY.faxSubheader]);
const flavor = el('div', 'fk-fax-flavor');
const chips: ChipRow = createChipRow(items);
const reward = el('div', 'fk-fax-sub');
const stampEl = el('div', 'fk-fax-stamp', [el('span', undefined, [COPY.faxStamp])]);
root.append(head, sub, flavor, el('div', 'fk-rule'), chips.el, reward, stampEl);
let stampTimer: number | undefined;
return {
el: root,
update(snap) {
const c = snap.activeCommission ? commissions.get(snap.activeCommission) : null;
cls(root, 'is-open', !!c);
if (!c) return;
text(flavor, c.flavor);
chips.update(
Object.entries(c.wants).map(([item, need]) => {
const have = snap.commissionProgress[item] ?? 0;
return {
item,
count: `${Math.min(have, need)}/${need}`,
state: have >= need ? ('met' as const) : ('plain' as const),
};
}),
);
text(reward, `ON RECEIPT: +${c.rewardBandwidth} BANDWIDTH`);
},
stamp() {
// Restart cleanly if two commissions complete back to back.
cls(stampEl, 'is-on', false);
void stampEl.offsetWidth; // force reflow so the animation re-runs
cls(stampEl, 'is-on', true);
clearTimeout(stampTimer);
stampTimer = setTimeout(() => cls(stampEl, 'is-on', false), STAMP_MS);
},
};
}

View File

@ -1,17 +1,144 @@
/** LANE-UI territory. Stub — replace per lanes/LANE-UI.md. */
import type { GameData, SimEvent, SimSnapshot, UI, UIBus } from '../contracts';
/**
* LANE-UI HUD root. Everything DOM: build bar, top strip, inspector, fax, toasts.
*
* Rules of the house (CONTRACTS + LANE-UI.md):
* - `#ui` is pointer-events:none; every interactive child re-enables it, so clicks fall
* through to the world everywhere we haven't drawn a panel.
* - We never mutate the snapshot and never hold a reference to it across frames.
* - All mutation goes out as Commands on the bus.
*/
import type { GameData, MachineDef, SimEvent, SimSnapshot, UI, UIBus } from '../contracts';
import { createBuildBar } from './buildbar';
import { createFax } from './fax';
import { createFixture, fixtureEnabled, type Fixture } from './fixture';
import { createHotkeys } from './hotkeys';
import { createInspector } from './inspector';
import { createRoster, entityAt, resolvePickTile, syncRoster, type PickTile } from './pick';
import { createSelection } from './selection';
import { injectStyle } from './style';
import { createTopStrip } from './topstrip';
import { createToasts } from './toasts';
export function createUI(): UI {
let tickEl: HTMLElement;
let machines = new Map<string, MachineDef>();
let top: ReturnType<typeof createTopStrip>;
let build: ReturnType<typeof createBuildBar>;
let inspector: ReturnType<typeof createInspector>;
let fax: ReturnType<typeof createFax>;
let toasts: ReturnType<typeof createToasts>;
let pickTile: PickTile | null = null;
let fixture: Fixture | null = null;
/** Our own copy of the entity list; safe to read between frames. See pick.ts. */
const roster = createRoster();
let paused = false;
let manifestIndex = -1;
function rosterIndexOf(id: number): number {
for (let i = 0; i < roster.length; i++) if (roster.entries[i].id === id) return i;
return -1;
}
function machineName(entityId: number): string {
const i = rosterIndexOf(entityId);
if (i < 0) return `UNIT ${entityId}`;
return machines.get(roster.entries[i].def)?.name ?? `UNIT ${entityId}`;
}
/**
* TEMPORARY: nothing reachable from the UI can turn a click into a tile (see pick.ts),
* so TAB walks the unit manifest instead. That keeps the inspector reachable with no
* console, which is the round's definition of done. Delete once the CONTRACT REQUEST
* for `UIBus.pickTile` lands and clicking a machine works.
*/
function cycleManifest() {
if (roster.length === 0) return;
manifestIndex = (manifestIndex + 1) % roster.length;
inspector.open(roster.entries[manifestIndex].id);
}
return {
init(root: HTMLElement, _data: GameData, _bus: UIBus) {
tickEl = document.createElement('div');
tickEl.style.cssText =
'position:fixed;bottom:8px;left:8px;color:#4a6b4a;font-size:12px;pointer-events:none';
root.appendChild(tickEl);
init(root: HTMLElement, data: GameData, bus: UIBus) {
injectStyle();
machines = new Map(data.machines.map((m) => [m.id, m]));
const sel = createSelection(bus);
top = createTopStrip(data);
build = createBuildBar(data, sel);
inspector = createInspector(data);
fax = createFax(data);
toasts = createToasts();
root.append(top.el, build.el, inspector.el, fax.el, toasts.el);
if (fixtureEnabled()) {
fixture = createFixture(data);
console.info('[ui] fixture mode: the HUD is being driven by a fake sim (?uifixture)');
}
// ------------------------------------------------------------------ keyboard
const keys = createHotkeys();
for (let n = 1; n <= 9; n++) keys.bind(String(n), () => build.selectSlot(n));
keys.bind('r', () => sel.rotate());
keys.bind('escape', () => {
// One key, two jobs, in the order the player expects: drop the tool first.
if (sel.get()) sel.clear();
else inspector.close();
});
keys.bind(' ', () => bus.dispatch({ kind: 'setPaused', paused: !paused }));
keys.bind('tab', cycleManifest);
keys.attach();
// ------------------------------------------------------------------- pointer
// main.ts owns click-to-place on #game. We handle only the two cases it doesn't:
// right-click cancels the pending build, and a plain left click with nothing
// selected inspects whatever unit is under the cursor.
const game = document.getElementById('game');
const inWorld = (t: EventTarget | null) => t instanceof Node && !!game?.contains(t);
addEventListener('contextmenu', (e) => {
if (!inWorld(e.target)) return;
e.preventDefault();
sel.clear();
});
addEventListener('pointerdown', (e) => {
if (e.button !== 0 || !inWorld(e.target)) return;
if (sel.get()) return; // placing, not inspecting — that click is main.ts's
pickTile ??= resolvePickTile(); // renderer may register late
const tile = pickTile?.(e.clientX, e.clientY);
if (!tile) return;
const hit = entityAt(roster, machines, tile);
if (hit === null) {
inspector.close();
} else {
inspector.open(hit);
manifestIndex = rosterIndexOf(hit);
}
});
},
update(snap: SimSnapshot, _events: SimEvent[]) {
tickEl.textContent = `TICK ${snap.tick}`;
update(snap: SimSnapshot, events: SimEvent[]) {
if (fixture) {
snap = fixture.snapshot(snap.paused);
events = fixture.drain();
}
paused = snap.paused;
syncRoster(roster, snap);
top.update(snap);
inspector.update(snap);
fax.update(snap);
for (const ev of events) {
toasts.push(ev, machineName);
if (ev.kind === 'commissionDone') fax.stamp();
}
toasts.update(performance.now());
},
};
}

130
fktry/src/ui/inspector.ts Normal file
View File

@ -0,0 +1,130 @@
/**
* LANE-UI inspector panel. Shows one entity: what it is, what the codex says about
* it, what it's chewing, how far along, and why it has stopped.
*
* Holds an entity *id*, never an entity object CONTRACTS says the sim may reuse
* snapshot buffers between frames, so we re-look-up from the live snapshot each update
* and close ourselves if the unit is gone.
*/
import type { EntityState, GameData, ItemDef, MachineDef, RecipeDef, SimSnapshot } from '../contracts';
import { createChipRow, type ChipRow, type ChipSpec } from './chips';
import { attrs, cls, el, panel, style, text } from './dom';
import { COPY, machineFlavor } from './voice';
export interface Inspector {
el: HTMLElement;
open(entityId: number): void;
close(): void;
isOpen(): boolean;
update(snap: SimSnapshot): void;
}
export function createInspector(data: GameData): Inspector {
const machines = new Map<string, MachineDef>(data.machines.map((m) => [m.id, m]));
const recipes = new Map<string, RecipeDef>(data.recipes.map((r) => [r.id, r]));
const items = new Map<string, ItemDef>(data.items.map((i) => [i.id, i]));
const root = panel();
root.id = 'fk-inspect';
const name = el('div', 'fk-ins-name');
const closeBtn = el('button', 'fk-ins-x', [COPY.inspectorClose]);
attrs(closeBtn, { type: 'button', title: 'CLOSE (ESC)' });
const head = el('div', 'fk-ins-head', [name, closeBtn]);
const flavor = el('div', 'fk-ins-flavor');
const noRecipe = el('div', 'fk-ins-empty', [COPY.inspectorEmptyRecipe]);
const inHead = el('div', 'fk-h', [COPY.inspectorInput]);
const inChips: ChipRow = createChipRow(items);
const outHead = el('div', 'fk-h', [COPY.inspectorOutput]);
const outChips: ChipRow = createChipRow(items);
const progHead = el('div', 'fk-h', [COPY.inspectorProgress]);
const progFill = el('div', 'fk-bar-f');
const progBar = el('div', 'fk-bar', [progFill]);
const heatRow = el('div', 'fk-stat', [el('span', undefined, ['HEAT']), el('span', 'fk-stat-v')]);
const heatVal = heatRow.lastElementChild as HTMLElement;
const jam = el('div', 'fk-ins-jam');
const body = el('div', undefined, [
noRecipe, inHead, inChips.el, outHead, outChips.el, progHead, progBar, heatRow,
]);
root.append(head, flavor, el('div', 'fk-rule'), body, jam);
let openId: number | null = null;
function close() {
openId = null;
cls(root, 'is-open', false);
}
closeBtn.addEventListener('click', close);
function paint(e: EntityState) {
const def = machines.get(e.def);
text(name, def?.name ?? e.def.toUpperCase());
text(flavor, machineFlavor(e.def));
const recipe = e.recipe ? recipes.get(e.recipe) : null;
const hasProcess = !!recipe;
style(noRecipe, 'display', hasProcess ? 'none' : 'block');
for (const n of [outHead, outChips.el, progHead, progBar]) {
style(n, 'display', hasProcess ? '' : 'none');
}
// Extractors take nothing from the world but the world itself — no INTAKE header
// for a machine that has no intake.
const hasInputs = !!recipe && Object.keys(recipe.inputs).length > 0;
for (const n of [inHead, inChips.el]) style(n, 'display', hasInputs ? '' : 'none');
if (recipe) {
const ins: ChipSpec[] = Object.entries(recipe.inputs).map(([item, need]) => {
const have = e.inputBuf[item] ?? 0;
return { item, count: `${have}/${need}`, state: have >= need ? 'met' : 'short' };
});
inChips.update(ins);
// Recipe outputs first, then anything else the buffer is holding (a jam is often
// an item the recipe never mentions).
const outIds = new Set(Object.keys(recipe.outputs));
for (const id of Object.keys(e.outputBuf)) outIds.add(id);
outChips.update(
[...outIds].map((item) => ({ item, count: String(e.outputBuf[item] ?? 0) })),
);
style(progFill, 'width', `${Math.max(0, Math.min(1, e.progress)) * 100}%`);
}
const hot = e.heat > 0.01;
style(heatRow, 'display', hot ? '' : 'none');
if (hot) {
text(heatVal, `${(e.heat * 100).toFixed(0)}%${e.heat > 0.7 ? ' · THROTTLING' : ''}`);
style(heatVal, 'color', e.heat > 0.7 ? 'var(--fk-red)' : 'var(--fk-amber)');
}
const jammed = !!e.jammed;
cls(jam, 'is-on', jammed);
if (jammed) text(jam, COPY.inspectorJamPrefix + e.jammed!.toUpperCase());
}
return {
el: root,
open(entityId) {
openId = entityId;
cls(root, 'is-open', true);
},
close,
isOpen: () => openId !== null,
update(snap) {
if (openId === null) return;
const e = snap.entities.find((x) => x.id === openId);
if (!e) return close(); // unit was removed out from under us
paint(e);
},
};
}

49
fktry/src/ui/toasts.ts Normal file
View File

@ -0,0 +1,49 @@
/**
* LANE-UI event toasts, bottom right. Max 4 on screen, 6s each, oldest evicted.
*
* Wall-clock timing is fine here: toasts are chrome, not sim. The determinism rule in
* MASTERPLAN binds `src/sim/**`, and nothing in this file feeds back into it.
*/
import type { SimEvent } from '../contracts';
import { cls, el } from './dom';
import { eventToast } from './voice';
export interface Toasts {
el: HTMLElement;
push(ev: SimEvent, machineName: (entityId: number) => string): void;
/** Called once per frame to expire old lines. */
update(nowMs: number): void;
}
const TTL_MS = 6000;
const FADE_MS = 400; // must match the .fk-toast.is-out transition
const MAX = 4;
export function createToasts(): Toasts {
const root = el('div');
root.id = 'fk-toasts';
const live: Array<{ node: HTMLElement; dieAt: number }> = [];
function retire(entry: { node: HTMLElement; dieAt: number }) {
cls(entry.node, 'is-out', true);
setTimeout(() => entry.node.remove(), FADE_MS);
}
return {
el: root,
push(ev, machineName) {
const msg = eventToast(ev, machineName);
if (!msg) return;
const node = el('div', `fk-toast k-${ev.kind}`, [msg]);
root.append(node);
live.push({ node, dieAt: performance.now() + TTL_MS });
while (live.length > MAX) retire(live.shift()!);
},
update(nowMs) {
while (live.length && live[0].dieAt <= nowMs) retire(live.shift()!);
},
};
}

84
fktry/src/ui/topstrip.ts Normal file
View File

@ -0,0 +1,84 @@
/**
* LANE-UI top strip: bandwidth meter, shipped ticker, run state.
*
* The brownout has to be legible from this panel alone it is the one failure the
* player must read across the room, so it gets the border, the color, and the flash.
*/
import type { GameData, ItemDef, SimSnapshot } from '../contracts';
import { createChipRow, type ChipRow } from './chips';
import { cls, el, panel, style, text } from './dom';
import { COPY } from './voice';
export interface TopStrip {
el: HTMLElement;
update(snap: SimSnapshot): void;
}
/** Draw above this fraction of generation is "tight" — amber, before it's a fault. */
const TIGHT_AT = 0.85;
function stat(label: string, valueCls?: string): { row: HTMLElement; v: HTMLElement } {
const v = el('span', valueCls ? `fk-stat-v ${valueCls}` : 'fk-stat-v');
const row = el('div', 'fk-stat', [el('span', undefined, [label]), v]);
return { row, v };
}
export function createTopStrip(data: GameData): TopStrip {
const root = panel();
root.id = 'fk-top';
const head = el('div', 'fk-h', [COPY.bandwidth]);
const drawEl = el('span', 'fk-bw-draw');
const genEl = el('span');
const nums = el('div', 'fk-bw-nums', [drawEl, genEl]);
const fill = el('div', 'fk-bar-f');
const bar = el('div', 'fk-bar', [fill]);
const brownout = el('div');
brownout.id = 'fk-brownout';
brownout.textContent = COPY.brownout;
const buffer = stat('BUFFER', 'fk-buf');
const shipped = stat(COPY.shipped);
const run = stat(COPY.tick);
run.v.id = 'fk-run';
const items = new Map<string, ItemDef>(data.items.map((i) => [i.id, i]));
const chips: ChipRow = createChipRow(items);
root.append(head, nums, bar, brownout, el('div', 'fk-rule'),
buffer.row, shipped.row, run.row, chips.el);
return {
el: root,
update(snap) {
const { gen, draw, stored, brownout: out } = snap.bandwidth;
text(drawEl, `${draw.toFixed(0)} DRAW`);
text(genEl, `${gen.toFixed(0)} GEN`);
// With no generators at all, any draw is already over budget.
const ratio = gen > 0 ? draw / gen : draw > 0 ? Infinity : 0;
style(fill, 'width', `${Math.min(1, ratio) * 100}%`);
cls(root, 'is-tight', !out && ratio >= TIGHT_AT);
cls(root, 'is-brownout', out || ratio > 1);
text(buffer.v, stored.toFixed(0));
let total = 0;
for (const n of Object.values(snap.shippedTotal)) total += n;
text(shipped.v, String(total));
text(run.v, snap.paused ? COPY.paused : `${snap.tick}`);
cls(run.v, 'is-paused', snap.paused);
chips.update(
Object.entries(snap.shippedTotal)
.filter(([, n]) => n > 0)
.map(([item, n]) => ({ item, count: String(n), state: 'met' as const })),
);
},
};
}