[ui] round 1 notes
Shipped/verified list, and the honest parts: click-to-inspect is blocked on reaching renderer.pickTile, 12 of 21 machines have no hotkey, and the lane has no DOM test env. Four contract requests (pickTile, MachineDef .color, MachineDef.flavor, jsdom) and a build-bar paging proposal. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@ -63,3 +63,90 @@ NOTES written.
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### Round N — YYYY-MM-DD — [your model]
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SHIPPED: / DECISIONS: / BLOCKED/BROKEN: / CONTRACT REQUEST: / PROPOSAL: / NEXT:
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```
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### Round 1 — 2026-07-17 — Opus 4.8
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**SHIPPED:** All five ordered surfaces, in `src/ui/**`, verified in a browser (screenshots
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taken of each). Modules: `index.ts` (root/wiring), `style.ts` (injected CSS), `voice.ts`
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(all player-facing copy), `hotkeys.ts` (the keymap, one file as ordered), `buildbar.ts`,
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`topstrip.ts`, `inspector.ts`, `fax.ts`, `toasts.ts`, `chips.ts` (shared item chip),
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`selection.ts` (writes `bus._sel`), `palette.ts`, `pick.ts`, `dom.ts`, `fixture.ts` (dev).
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1. Build bar — one button per machine, hotkeys 1-9, R rotates, Esc/right-click clears,
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selected button goes hot magenta, hint line shows facing + verbs.
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2. Top strip — bandwidth meter (cyan → amber ≥85% → red + flashing BROWNOUT over 100%),
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buffer, shipped ticker + per-item chips, TICK / HALTED.
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3. Inspector — name, codex flavor, INTAKE/OUTPUT chips w/ live buffers, process bar,
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heat readout w/ THROTTLING, jam reason in amber. Esc or X closes.
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4. Commission fax — fax-paper card under THE SCREEN, wants as chips w/ `1/1` progress,
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reward line, and a FAX SENT rubber stamp on `commissionDone`.
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5. Toasts — max 4, 6s TTL, colored per event kind, house voice.
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**VERIFIED:** `npm run check` clean; `npm test` 70/70 (other lanes' suites). Dev server on
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:8151 (8150 was another lane's session). Confirmed with own eyes: hotkey 1 → `bus._sel`
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`{seam-extractor,0}`; R → dir 1 → 2; Esc → null; TAB → inspector paints SEAM EXTRACTOR
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with flavor + MDAT ORE chip + process bar; brownout → red border/BROWNOUT/buffer 0 + both
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toasts; FAX SENT stamp + its toast; pointer fall-through (`#ui` computes `pointer-events:
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none`, empty world hits CANVAS, panels are solid). No console errors.
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**DECISIONS:**
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- All player-facing strings live in `voice.ts` so the OSHA-deadpan register stays in one
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place and isn't re-invented per panel.
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- The UI keeps its own flattened `roster` (pick.ts) instead of holding the snapshot:
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CONTRACTS says buffers may be reused between snapshots, and pointer/key handlers fire
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*between* frames. The backing array is reused so 500 entities don't allocate per frame.
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- Esc is overloaded deliberately: drops the pending build first, closes the inspector
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second — dropping the tool is what a player expects from the first press.
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**BLOCKED/BROKEN (read this part):**
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- **Click-to-inspect does not work.** `ui.init(root, data, bus)` never sees the Renderer,
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and `UIBus` has only `dispatch`/`selectedBuild` — so the UI cannot reach
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`renderer.pickTile`, which is the only thing that knows the camera. LANE-RENDER has a
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working `pickTile` this round; I just can't call it. `pick.ts` opportunistically probes
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`window.__fktryRenderer.pickTile` (nobody sets it) and otherwise falls back to **TAB
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cycles the unit manifest**, which is how the inspector is reachable with no console
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today. Tile→entity hit-testing (incl. footprint rotation) is written and ready; it is
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one contract line away from working. See CONTRACT REQUEST 1.
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- **LANE-DATA shipped 21 machines; hotkeys only cover 9.** Slots 10-21 are click-only,
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and that includes MOSH REACTOR, DECODE ASIC and SCREEN UPLINK — three of the seven M1
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chain machines. The M1 chain is fully placeable by *mouse*, and 1-9 works, but "the M1
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chain on hotkeys" is not literally true. The bar now wraps to 3 rows so nothing is off
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the viewport (it ran off both edges at 21). See PROPOSAL.
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- **No DOM tests for `src/ui`.** No `jsdom`/`happy-dom` installed and I may not touch root
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config, so this lane has zero unit tests — everything above was verified by hand in the
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browser. See CONTRACT REQUEST 4.
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- `?uifixture` is dev scaffolding I wrote (`fixture.ts`) because the sim stub reported an
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empty world at the time — a fake snapshot on a wall clock so every surface could be seen
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working. It is inert without the query param and dispatches nothing. LANE-SIM is real
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now; this can be deleted once the real sim can be driven to a brownout by hand.
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- Harness note, not a bug: the browser-automation `key: space` delivers an empty
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`event.key`, so pause could only be exercised via a dispatched `' '` KeyboardEvent
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(works: HALTED renders) and via `dispatch({setPaused})` (works). Real spacebar sends
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`' '` per spec; the handler matches that.
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**CONTRACT REQUEST:**
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1. **`UIBus.pickTile(clientX, clientY): Vec2 | null`** (or pass the `Renderer` to
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`ui.init`) — *why:* without it the inspector cannot be opened by clicking a machine,
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which is the core interaction of order #3. Renderer already implements it; only the
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plumbing is missing. This is my only real blocker.
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2. **`MachineDef.color: string`** — *why:* `ItemDef` has `color`, `MachineDef` doesn't, so
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the build bar has nothing data-driven to tint icons with. LANE-RENDER's orders say to
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tint placeholder boxes "per codex color" — same gap. Right now `palette.ts` and their
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renderer each hand-maintain a color table, which is how the build bar and the world end
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up disagreeing about what a quantizer looks like. Data should own it once.
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3. **`MachineDef.flavor: string`** (codex one-liner) — *why:* orders told me to hard-code
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a lookup; I did (`voice.ts`), but only 7 of 21 machines have one and the other 14 fall
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back to generic text. This is LANE-DATA's material, not mine.
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4. **`jsdom` (or `happy-dom`) devDependency + `environment: 'jsdom'`** — *why:* the UI lane
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currently cannot write a single test. Chips/roster/footprint/selection logic are all
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pure and testable the moment there's a DOM env.
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**PROPOSAL:** build bar paging — group the 21 machines into kind tabs (EXTRACT /
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LOGISTICS / REFINE / POWER / SHIP), `[`/`]` to page, 1-9 within the active page. Makes
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every machine hotkey-reachable and scales as LANE-DATA keeps adding. Not done this round:
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the orders said "one button per machine, hotkeys 1-9" and redesigning the bar unasked is
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exactly what MASTERPLAN says not to do. Say the word and it's a small round-2 change.
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**NEXT (suggested):** wire click-to-inspect the moment request 1 lands and delete the TAB
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fallback; recipe picker in the inspector (`setRecipe` exists in Command and has no UI);
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build bar paging; tech/research panel once `tech.json` is populated (it's `[]`).
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