Commit Graph

4 Commits

Author SHA1 Message Date
type-two
3cec62368a [ui] fix: BROWNOUT was lying about a covered deficit
The banner keyed on `out || ratio > 1`, so any time draw exceeded generation
the panel screamed BROWNOUT — even while the buffer tanks were quietly
covering it, the sim's flag was false and THE SCREEN was calm. That state is
the factory working as designed, not failing. Only the HUD was panicking.

BROWNOUT is now the sim's flag and nothing else. A covered deficit gets its
own amber, steady, non-flashing state: "ON RESERVE · 34s", where the seconds
are stored/(draw-gen) — real arithmetic, because v3 ruled stored is
bandwidth-SECONDS and gen/draw are per-second. Same maths SCREEN uses.

Four states (ok / tight / reserve / brownout) now live in a pure power.ts and
are pinned by tests, including the exact case that lied: gen 100, draw 134,
stored 1000, brownout false -> reserve, not brownout.

Also uses v4 bandwidth.capacity to turn the buffer readout into a fuel gauge
(0/900) rather than a bare number.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 20:13:23 +10:00
type-two
45003db31a [ui] REMOVE mode: X arms it, click demolishes, Esc stands down
A misplaced machine is finally undoable by mouse. The REMOVE button sits
with the tabs rather than on a page, because it's a mode, not a machine, and
it has to be reachable from any page. It stays armed between clicks —
demolition is usually plural — and clicking open ground does nothing, so a
stray click never reads as a broken tool. Toast: "UNIT RECLAIMED. THE FLOOR
REMEMBERS."

LANE-RENDER: the hover hook is the __remove ghost sentinel. The UI has no
Renderer reference and the only channel to the ghost is selectedBuild(),
which main.ts feeds to setGhost — so while remove is armed, bus._sel reads
{def: '__remove', dir: 0}. Key the demolition tint off that def id. It's safe
because sim's place handler ignores unknown defs, so main.ts's click-to-place
fires a place for __remove and nothing happens; the UI dispatches the real
remove itself. Exported as REMOVE_DEF and pinned by a test.

A magic string shared between two lanes via a NOTES file is not a design;
contract request filed for UIBus.setGhostMode.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 18:34:05 +10:00
type-two
e25c854be8 [ui] inspector recipe picker + heat states; fax queue peek and stamps
Inspector: setRecipe finally has a UI — a process picker listing each
machine's recipes as readable lines ("1 LUMA BARS -> 1 COEFFICIENT PACK +
1 HF DUST"). Heat gets a bar with THROTTLING and SCRAM states rather than a
number. Jam reasons route through jamText() so 'starved' and 'output full'
read as different problems, and an unknown reason passes through uppercased
instead of being swallowed.

Fax: NEXT IN TRAY peek, a STANDING ORDER stamp for repeat commissions, and a
SANITISING chip once anchor-slabs ship (hardcoded id sanctioned this round).

voice.ts/palette.ts now prefer MachineDef.flavor/.color from data and keep the
round-1 hand-transcribed tables as fallback. chipspec.ts lifts the chip
arithmetic out of the DOM so it can be tested.

Caveats in NOTES: the sim pins the active commission to commissions[0] and
never advances, so STANDING ORDER is unreachable; NEXT IN TRAY infers "next"
from data order because the snapshot has no queue.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 17:27:45 +10:00
type-two
d017e710ad [ui] HUD foundation: voice, style, chips, hotkeys, selection
Shared plumbing for the DOM HUD, no framework:

- voice.ts: every player-facing string, so the OSHA-poster deadpan
  register lives in one place instead of being re-invented per panel.
- style.ts: injected terminal-industrial stylesheet. Panels re-enable
  pointer-events; #ui itself stays transparent to the mouse.
- chips.ts: the item chip (swatch + name + count), keyed off GameData
  so new items from LANE-DATA light up with no code change.
- hotkeys.ts: the whole keymap in one file, per lane orders.
- selection.ts: pending build selection, written through to bus._sel.
- pick.ts: tile -> entity hit-testing plus the flattened roster the UI
  keeps instead of holding a snapshot across frames (CONTRACTS says sim
  may reuse those buffers, and input handlers fire between frames).
- palette.ts: machine accent colors. Stopgap — MachineDef has no color
  field; contract request filed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 16:15:38 +10:00