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Author SHA1 Message Date
type-two
90703c4bcd [ui] round 2 notes
Shipped/verified list, and the honest parts: happy-dom was granted but never
installed; STANDING ORDER and SANITISING are built but unreachable until the
sim advances commissions and a chain gets fed; NEXT IN TRAY infers the queue.
Three requests (commission queue on snapshot, sim commission rotation,
happy-dom) and a remove-button proposal.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 17:27:58 +10:00
type-two
a57729ce33 [ui] 57 tests for pagination, hit-testing, selection, keymap, chips, voice
Order asked for a minimum of ten under happy-dom. happy-dom is not actually
installed (not in package.json, not in node_modules) and root config is not
mine to edit, so these run in the default node environment instead — which is
why the logic was factored into pure modules first.

Covers everything the order named except the two things that genuinely need a
DOM: chip rendering (the arithmetic is covered) and attach()'s window binding
(the routing is covered).

Pins the invariants worth pinning: no build page ever exceeds nine slots at
any catalog size, syncRoster copies values rather than holding sim buffers
across frames, footprint hit-testing respects rotation, and an unknown jam
reason or machine kind degrades instead of throwing.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 17:27:58 +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
cd733445d9 [ui] build bar paging: kind tabs, [ ] to page, 1-9 within the page
Kind tabs alone don't deliver "every machine hotkey-reachable at any catalog
size": REFINE holds 14 crafters and 1-9 reaches nine. So a page caps at nine
and an oversized kind spills into numbered pages (REFINE 1/2, REFINE 2/2).
The 21-machine catalog lands as 1+3+9+5+2+1 across six pages, every slot
hotkeyed. Pagination is pure (pages.ts) so the invariant can be tested rather
than eyeballed.

Selecting a machine from anywhere pulls the bar to the page that holds it, so
the hot button is always the visible one.

hotkeys.ts splits into a pure KeyRouter (map + dispatch, no window) and a thin
window binding, which lets the keymap be tested in node.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 17:27:45 +10:00
type-two
491fbf2d68 [ui] click-to-inspect via bus.pickTile; drop the TAB fallback and fixture
Contract request 1 landed, so the inspector opens the way it always should
have: click a machine. pick.ts loses the window.__fktryRenderer probe and
its apology; index.ts loses the TAB manifest cycle that stood in for it.

?uifixture and fixture.ts are deleted too. The sim is real now — a brownout
is something you cause by building an extractor with no generator, which is
a better demo than the fake one ever was.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 17:27:25 +10:00
19 changed files with 1112 additions and 317 deletions

View File

@ -146,3 +146,93 @@ exactly what MASTERPLAN says not to do. Say the word and it's a small round-2 ch
**NEXT (suggested):** wire click-to-inspect the moment request 1 lands and delete the TAB
fallback; recipe picker in the inspector (`setRecipe` exists in Command and has no UI);
build bar paging; tech/research panel once `tech.json` is populated (it's `[]`).
### Round 2 — 2026-07-17 — Opus 4.8
**SHIPPED:** All five orders. New: `pages.ts` (pagination), `chipspec.ts` (pure chip
arithmetic), six `*.test.ts`. Deleted: `fixture.ts` and the TAB-cycle fallback, as ordered.
1. **Click-to-inspect** via `bus.pickTile`. The `window.__fktryRenderer` probe and the
TAB fallback are gone.
2. **Build bar paging** — kind tabs (EXTRACT / LOGISTICS / REFINE / POWER / SHIP), `[`/`]`,
1-9 within the page. Selecting from anywhere pulls the bar to the owning page.
3. **Inspector** — recipe picker (`setRecipe`), heat bar w/ THROTTLING/SCRAM states,
jam wording via `jamText()`.
4. **Fax** — NEXT IN TRAY peek, STANDING ORDER stamp on `repeat`, SANITISING chip on
shipped anchor-slabs.
5. **57 tests** (min was 10), all green.
**VERIFIED** (against the real sim, in a browser, on a static `vite build`+`preview` —
see BLOCKED for why not the dev server): built a SEAM EXTRACTOR by mouse → DRAW 0→4 with
no generator → **real BROWNOUT**, red panel, buffer 0, underrun toast, THE SCREEN
visibly corrupting. Clicked the unit → inspector opened on entity 1 (`pickTile` →
{18,-7} → `entityAt`). Placed a SOFTWARE DECODER → GEN 0→55, brownout lifted, "BUFFER
RESTORED. RESUME SINNING." Recipe picker: options rendered as readable processes ("1
LUMA BARS → 1 COEFFICIENT PACK + 1 HF DUST"), selecting IDLE dispatched
`setRecipe{entity:1,recipe:null}` and the sim round-tripped it back as "UNIT IS BEING
PAID TO EXIST"; selecting back dispatched `recipe:'quantize'`. Starved wording live in
both toast and inspector: "QUANTIZER: INTAKE STARVED. NOTHING IS ARRIVING." Paging walk
confirmed all 21 machines across 6 pages (1+3+9+5+2+1) with **no page over 9 slots**.
`#ui` still computes `pointer-events:none`. `npm run check` clean; 160/160 tests.
**DECISIONS:**
- **Kind tabs alone could not satisfy "every machine hotkey-reachable at any catalog
size"** — REFINE holds 14 crafters and 1-9 reaches nine. So a page is capped at 9 and an
oversized kind spills into numbered pages (REFINE 1/2, REFINE 2/2). The invariant the
order asked for now holds for any catalog; `pages.test.ts` pins it at 1/9/14/40 crafters.
- Logic was pulled out of the DOM modules into `pages.ts` / `chipspec.ts` / a pure
`createKeyRouter`, which is *why* there are 57 tests without happy-dom (below).
- Data-first everywhere: `MachineDef.flavor` and `.color` win, round-1 hand-transcribed
tables stay as fallback. LANE-DATA's flavor is what's on screen now.
- Unknown jam reasons pass through uppercased rather than being swallowed, so a new sim
stall reason shows up honestly instead of silently reading as generic.
**BLOCKED/BROKEN (read this part):**
- **`happy-dom` is NOT installed** — order 5 says "GRANTED — happy-dom is installed"; it
is not in `package.json` and not in `node_modules` (`npm ls happy-dom` → empty). I did
not add it: root config is orchestrator-owned and editing it is a hard rule. Instead I
factored the testable logic into pure modules and wrote **57 node-env tests** covering
everything order 5 named except the two that genuinely need a DOM: chip *rendering*
(the arithmetic is covered in `chipspec.test.ts`) and `attach()`'s window binding (the
routing is covered in `hotkeys.test.ts`). Install it and I'll add the render tests.
- **STANDING ORDER stamp is built but unobservable.** Data has 3 `repeat` commissions
(dust-allowance, correction-buyback, melt-retainer) but the sim pins the active
commission to `commissions[0]` (`first-taste`, not repeat) and never advances —
`commissionDoneEmitted` latches forever. So nothing can ever reach the stamp. Code is
data-driven and will light up the moment the sim rotates commissions.
- **NEXT IN TRAY is an inference, not truth.** The snapshot has `activeCommission` but no
queue, so "next" = the following entry in data order. It renders (NEXT IN TRAY → DUST
ALLOWANCE) but if the sim ever picks non-sequentially the peek will lie. See CONTRACT
REQUEST 1.
- **Heat bar unverified live.** Only `software-decoder` has `heatPerTick` (0.0025), and
it heats only while crafting; a decoder with no load sits at heat 0, so the bar
correctly stays hidden and I never saw THROTTLING/SCRAM. Thresholds are built to
CONTRACTS (>0.7 throttle, 1.0 scram). Needs a fed chain to confirm.
- **SANITISING chip unverified live** — needs anchor-slabs actually shipped, which needs
the full M1 chain fed. Renders off `shippedTotal`, so it is one shipment away.
- **The dev server is unusable for verification.** Other lanes are editing `render/` and
`screen/` continuously; vite logged **16 page reloads** in ~10 minutes, wiping the world
mid-test every time. I verified on `vite build` + `vite preview` instead. Not a
complaint — just: if a round asks for hands-on verification, expect this.
- During the round I hit LANE-SCREEN's `glitchStack.ts` and LANE-RENDER's `index.ts`
mid-edit and broken (tsc errors, dead rAF loop). Both self-resolved. `src/ui` was clean
throughout; the one failing test at the time was LANE-SIM's own `sim.test.ts`.
- Harness note (unchanged): browser-automation `key: space` sends an empty `event.key`;
space verified via a dispatched `' '` event. Real spacebar sends `' '` per spec.
**CONTRACT REQUEST:**
1. **`SimSnapshot.commissionQueue: string[]`** (or `nextCommission: string | null`) —
*why:* NEXT IN TRAY currently guesses from data order. Low cost, removes a UI lie.
2. **Sim: advance/rotate commissions and honour `repeat`** — not strictly a contract
change, a SIM ask: `commissions[0]` forever means 13 of 14 commissions and all 3
standing orders are unreachable, and the fax's whole queue UI is decorative.
3. **`happy-dom` actually installed** (see BLOCKED) — the grant didn't land in
package.json.
**PROPOSAL:** the inspector should get a REMOVE button (`remove` exists in Command with
no UI, so a misplaced machine currently can't be undone by mouse at all). Small, and it
closes the last build-verb gap.
**NEXT (suggested):** remove-by-mouse; heat/scram + SANITISING confirmation once a chain
can be fed; commission queue UI becomes real once requests 1-2 land; tech panel when
`tech.json` fills (still `[]`).

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@ -1,53 +1,76 @@
/**
* LANE-UI build bar. One button per machine in GameData.machines, hotkeys 1-9.
* LANE-UI build bar. Kind tabs, `[`/`]` to page, 1-9 within the active page.
* Click or hotkey selects for placement; main.ts does the ghost and the actual place.
*/
import type { GameData } from '../contracts';
import type { GameData, MachineDef } from '../contracts';
import { attrs, cls, el, panel, text } from './dom';
import { paginate, pageOf, type BuildPage } from './pages';
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). */
/** Select slot `n` (1-based) on the active page. */
selectSlot(n: number): void;
pageBy(delta: number): void;
sync(): void;
}
export function createBuildBar(data: GameData, sel: BuildSelection): BuildBar {
const pages: BuildPage[] = paginate(data.machines);
const root = panel();
root.id = 'fk-build';
const tabRow = el('div', 'fk-tabs');
const row = el('div', 'fk-build-row');
const hint = el('div');
hint.id = 'fk-build-hint';
root.append(tabRow, row, hint);
const buttons: Array<{ def: string; btn: HTMLButtonElement }> = [];
let active = 0;
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 });
const tabs = pages.map((p, i) => {
const tab = el('button', 'fk-tab', [p.label]);
attrs(tab, { type: 'button' });
tab.addEventListener('click', () => {
active = i;
render();
});
tabRow.append(tab);
return tab;
});
root.append(row, hint);
/** Buttons for the active page only; rebuilt on page change (nine at most). */
let buttons: Array<{ def: string; btn: HTMLButtonElement }> = [];
function buildButtons(page: BuildPage) {
row.replaceChildren();
buttons = page.machines.map((m: MachineDef, i: number) => {
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);
const key = el('span', 'fk-build-key');
key.textContent = String(i + 1); // every slot on every page has a hotkey now
btn.append(key);
btn.append(el('span', 'fk-build-name', [m.name]));
btn.addEventListener('click', () => sel.select(m.id));
row.append(btn);
return { def: m.id, btn };
});
}
function render() {
buildButtons(pages[active]);
for (let i = 0; i < tabs.length; i++) cls(tabs[i], 'is-active', i === active);
sync();
}
function sync() {
const cur = sel.get();
@ -61,8 +84,22 @@ export function createBuildBar(data: GameData, sel: BuildSelection): BuildBar {
cls(hint, 'is-placing', !!cur);
}
sel.onChange(sync);
sync();
// A selection made from anywhere (including a future hotkey we don't own) pulls the
// bar to the page that contains it, so the hot button is always the visible one.
sel.onChange(() => {
const cur = sel.get();
if (cur) {
const p = pageOf(pages, cur.def);
if (p >= 0 && p !== active) {
active = p;
render();
return;
}
}
sync();
});
render();
return {
el: root,
@ -70,6 +107,11 @@ export function createBuildBar(data: GameData, sel: BuildSelection): BuildBar {
const b = buttons[n - 1];
if (b) sel.select(b.def);
},
pageBy(delta) {
if (pages.length === 0) return;
active = (active + delta + pages.length) % pages.length;
render();
},
sync,
};
}

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@ -0,0 +1,85 @@
import { describe, expect, it } from 'vitest';
import type { CommissionDef, EntityState, RecipeDef } from '../contracts';
import { commissionChips, commissionMet, intakeChips, outputChips } from './chipspec';
function ent(over: Partial<EntityState> = {}): EntityState {
return {
id: 1, def: 'demuxer', pos: { x: 0, y: 0 }, dir: 0, recipe: 'demux-ore',
progress: 0, inputBuf: {}, outputBuf: {}, jammed: null, heat: 0, ...over,
};
}
const DEMUX: RecipeDef = {
id: 'demux-ore', machine: 'demuxer',
inputs: { 'mdat-ore': 2 },
outputs: { 'luma-bars': 1, 'chroma-slurry': 1 },
ticks: 45, bandwidth: 3,
};
describe('intakeChips', () => {
it('reads have/need and marks a short intake', () => {
expect(intakeChips(DEMUX, ent({ inputBuf: { 'mdat-ore': 1 } }))).toEqual([
{ item: 'mdat-ore', count: '1/2', state: 'short' },
]);
});
it('marks intake met once the buffer covers the recipe', () => {
expect(intakeChips(DEMUX, ent({ inputBuf: { 'mdat-ore': 2 } }))[0].state).toBe('met');
});
it('treats a missing buffer entry as zero rather than NaN', () => {
expect(intakeChips(DEMUX, ent())[0].count).toBe('0/2');
});
});
describe('outputChips', () => {
it('lists recipe outputs even when the buffer is empty', () => {
expect(outputChips(DEMUX, ent()).map((c) => c.item))
.toEqual(['luma-bars', 'chroma-slurry']);
});
it('also surfaces buffer contents the recipe never mentions — that is the jam', () => {
const chips = outputChips(DEMUX, ent({ outputBuf: { 'luma-bars': 3, melt: 1 } }));
expect(chips).toContainEqual({ item: 'melt', count: '1' });
expect(chips).toContainEqual({ item: 'luma-bars', count: '3' });
});
it('does not duplicate an item present in both recipe and buffer', () => {
const ids = outputChips(DEMUX, ent({ outputBuf: { 'luma-bars': 2 } })).map((c) => c.item);
expect(ids.filter((i) => i === 'luma-bars')).toHaveLength(1);
});
});
describe('commissionChips', () => {
const c: CommissionDef = {
id: 'first-taste', flavor: '', wants: { melt: 40 }, rewardBandwidth: 50,
};
it('shows delivered against wanted', () => {
expect(commissionChips(c, { melt: 3 })).toEqual([
{ item: 'melt', count: '3/40', state: 'plain' },
]);
});
it('never reports more delivered than wanted', () => {
expect(commissionChips(c, { melt: 99 })[0].count).toBe('40/40');
});
it('marks met at exactly the wanted count', () => {
expect(commissionChips(c, { melt: 40 })[0].state).toBe('met');
});
});
describe('commissionMet', () => {
const two: CommissionDef = {
id: 'x', flavor: '', wants: { melt: 2, 'hf-dust': 1 }, rewardBandwidth: 0,
};
it('is false while any want is short', () => {
expect(commissionMet(two, { melt: 2 })).toBe(false);
});
it('is true only once every want is covered', () => {
expect(commissionMet(two, { melt: 2, 'hf-dust': 1 })).toBe(true);
});
});

43
fktry/src/ui/chipspec.ts Normal file
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@ -0,0 +1,43 @@
/**
* LANE-UI pure chip-spec builders.
*
* The arithmetic behind every chip row (what's short, what's met, what the count reads)
* with no DOM in sight, so it can be tested and so `chips.ts` stays a dumb renderer.
*/
import type { CommissionDef, EntityState, RecipeDef } from '../contracts';
import type { ChipSpec } from './chips';
/** Recipe inputs against what the machine is actually holding: `have/need`. */
export function intakeChips(recipe: RecipeDef, e: EntityState): ChipSpec[] {
return Object.entries(recipe.inputs).map(([item, need]) => {
const have = e.inputBuf[item] ?? 0;
return { item, count: `${have}/${need}`, state: have >= need ? 'met' : 'short' };
});
}
/**
* Recipe outputs, then anything else the output buffer is holding a jam is often an
* item the current recipe never mentions (left over from a previous recipe).
*/
export function outputChips(recipe: RecipeDef, e: EntityState): ChipSpec[] {
const ids = new Set(Object.keys(recipe.outputs));
for (const id of Object.keys(e.outputBuf)) ids.add(id);
return [...ids].map((item) => ({ item, count: String(e.outputBuf[item] ?? 0) }));
}
/** Commission wants against delivered progress. Never shows more delivered than wanted. */
export function commissionChips(c: CommissionDef, progress: Record<string, number>): ChipSpec[] {
return Object.entries(c.wants).map(([item, need]) => {
const have = progress[item] ?? 0;
return {
item,
count: `${Math.min(have, need)}/${need}`,
state: have >= need ? 'met' : 'plain',
};
});
}
/** True once every want is satisfied. */
export function commissionMet(c: CommissionDef, progress: Record<string, number>): boolean {
return Object.entries(c.wants).every(([item, need]) => (progress[item] ?? 0) >= need);
}

View File

@ -7,6 +7,7 @@
*/
import type { CommissionDef, GameData, ItemDef, SimSnapshot } from '../contracts';
import { createChipRow, type ChipRow } from './chips';
import { commissionChips } from './chipspec';
import { cls, el, panel, text } from './dom';
import { COPY } from './voice';
@ -19,6 +20,12 @@ export interface Fax {
const STAMP_MS = 1800; // must match the fk-stamp keyframes in style.ts
/**
* The Correction quietly buys these back (lore §5; the fiction lands properly in M3).
* Hardcoded id sanctioned by round-2 orders.
*/
const SANITISED_ITEM = 'anchor-slab';
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]));
@ -32,12 +39,39 @@ export function createFax(data: GameData): Fax {
const chips: ChipRow = createChipRow(items);
const reward = el('div', 'fk-fax-sub');
// SANITISING: shown once The Correction has something to buy back.
const sanHead = el('div', 'fk-h fk-san-h', [COPY.sanitising]);
const sanChips: ChipRow = createChipRow(items);
const sanWrap = el('div', 'fk-san', [sanHead, sanChips.el]);
// NEXT IN TRAY: the peek at what the tray is holding.
const nextHead = el('div', 'fk-h', [COPY.faxNext]);
const nextName = el('div', 'fk-fax-next-name');
const nextChips: ChipRow = createChipRow(items);
const nextWrap = el('div', 'fk-fax-next', [
el('div', 'fk-rule'), nextHead, nextName, nextChips.el,
]);
const standing = el('div', 'fk-fax-standing', [el('span', undefined, [COPY.faxStanding])]);
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);
root.append(head, sub, flavor, el('div', 'fk-rule'), chips.el, reward,
sanWrap, nextWrap, standing, stampEl);
let stampTimer: number | undefined;
/**
* TEMPORARY: the snapshot exposes `activeCommission` but no queue, and the sim
* currently pins the active commission to `commissions[0]`. So "next" is inferred as
* the following entry in data order an assumption, not truth. CONTRACT REQUEST filed
* in NOTES for `nextCommission` / a queue on the snapshot.
*/
function peekNext(activeId: string): CommissionDef | null {
const i = data.commissions.findIndex((c) => c.id === activeId);
if (i < 0 || data.commissions.length < 2) return null;
return data.commissions[(i + 1) % data.commissions.length];
}
return {
el: root,
update(snap) {
@ -46,17 +80,25 @@ export function createFax(data: GameData): Fax {
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),
};
}),
);
chips.update(commissionChips(c, snap.commissionProgress));
text(reward, `ON RECEIPT: +${c.rewardBandwidth} BANDWIDTH`);
cls(standing, 'is-on', c.repeat === true);
const sanitised = snap.shippedTotal[SANITISED_ITEM] ?? 0;
cls(sanWrap, 'is-on', sanitised > 0);
if (sanitised > 0) {
sanChips.update([{ item: SANITISED_ITEM, count: String(sanitised), state: 'plain' }]);
}
const next = peekNext(c.id);
cls(nextWrap, 'is-on', !!next);
if (next) {
text(nextName, next.id.replace(/-/g, ' ').toUpperCase());
nextChips.update(
Object.entries(next.wants).map(([item, need]) => ({ item, count: String(need) })),
);
}
},
stamp() {
// Restart cleanly if two commissions complete back to back.

View File

@ -1,135 +0,0 @@
/**
* LANE-UI dev-only fake sim, for verifying the HUD before LANE-SIM lands.
*
* LANE-SIM's stub reports zero entities, zero bandwidth and no events forever, so with
* the real snapshot there is literally nothing on screen to check: an empty inspector
* and a 0/0 meter prove nothing. This module synthesises a plausible snapshot from the
* real tick so every surface can be seen doing its job in a browser.
*
* INERT unless the URL says `?uifixture`. It never dispatches Commands and never touches
* another lane; when the real sim arrives, drop the query param (or this file).
*
* See NOTES this is scaffolding, not a feature.
*/
import type { GameData, EntityState, SimEvent, SimSnapshot } from '../contracts';
export function fixtureEnabled(): boolean {
return typeof location !== 'undefined' && new URLSearchParams(location.search).has('uifixture');
}
export interface Fixture {
snapshot(paused: boolean): SimSnapshot;
/** Events for ticks that have elapsed since the last call. */
drain(): SimEvent[];
}
const SHIP_EVERY = 90; // one melt every 3s at 30tps
const MS_PER_TICK = 1000 / 30;
/** Never replay more than this many ticks of events in one drain (backgrounded tab). */
const MAX_CATCHUP = 300;
export function createFixture(data: GameData): Fixture {
const entities: EntityState[] = data.machines.map((m, i) => ({
id: i + 1,
def: m.id,
pos: { x: i * 3 - 9, y: i % 2 === 0 ? -2 : 2 },
dir: (i % 4) as 0 | 1 | 2 | 3,
recipe: m.recipes[0] ?? null,
progress: 0,
inputBuf: {},
outputBuf: {},
jammed: null,
heat: 0,
}));
const recipes = new Map(data.recipes.map((r) => [r.id, r]));
const jamVictim = entities.find((e) => e.def === 'mosh-reactor') ?? entities[0];
let lastTick = -1;
let brownoutOn = false;
// Wall clock, not the passed-in sim tick. rAF stops in a backgrounded tab, so a
// tick-driven fixture crawls and you can never actually watch the brownout arrive.
// This is a fake sim for eyeballing the HUD; nothing here has to be deterministic.
const t0 = performance.now();
const nowTick = () => Math.floor((performance.now() - t0) / MS_PER_TICK);
function brownoutAt(tick: number) {
return tick % 600 > 480; // ~4s of pain every 20s
}
return {
snapshot(paused) {
const tick = nowTick();
for (let i = 0; i < entities.length; i++) {
const e = entities[i];
const r = e.recipe ? recipes.get(e.recipe) : null;
e.progress = r ? ((tick + i * 13) % r.ticks) / r.ticks : 0;
// The mosh reactor gets to be the one that's unhappy, for the amber readout.
e.jammed = e.def === 'mosh-reactor' && tick % 300 > 240 ? 'output buffer full' : null;
e.heat = e.def === 'quantizer' ? Math.min(1, (tick % 900) / 900) : 0;
if (r) {
e.inputBuf = {};
for (const [item, need] of Object.entries(r.inputs)) {
e.inputBuf[item] = (tick + i) % (need + 2);
}
e.outputBuf = {};
for (const item of Object.keys(r.outputs)) {
e.outputBuf[item] = Math.floor(((tick + i * 7) % 200) / 40);
}
}
}
const shipped = Math.floor(tick / SHIP_EVERY);
const out = brownoutAt(tick);
const draw = 6 + (out ? 22 : Math.abs(((tick / 60) % 4) - 2) * 7);
const shippedTotal: Record<string, number> = {};
if (shipped > 0) {
shippedTotal.melt = shipped;
shippedTotal['anchor-slab'] = shipped;
}
return {
tick,
paused,
entities,
beltItems: [],
bandwidth: { gen: 20, draw, stored: out ? 0 : 40 + Math.sin(tick / 40) * 20, brownout: out },
shippedTotal,
activeCommission: data.commissions[0]?.id ?? null,
commissionProgress: { melt: shipped },
};
},
drain() {
const tick = nowTick();
const events: SimEvent[] = [];
if (lastTick < 0) {
lastTick = tick;
return events;
}
if (tick - lastTick > MAX_CATCHUP) lastTick = tick - MAX_CATCHUP;
for (let t = lastTick + 1; t <= tick; t++) {
if (t % SHIP_EVERY === 0 && t > 0) {
events.push({ kind: 'shipped', item: 'melt', count: 1, tick: t });
// Recurring rather than one-shot: the stamp is a 1.8s animation, and a
// fixture that fires it once at tick 90 is unobservable in practice.
if (t % (SHIP_EVERY * 3) === 0) {
const c = data.commissions[0];
if (c) events.push({ kind: 'commissionDone', commission: c.id, tick: t });
}
}
if (t % 300 === 241 && jamVictim) {
events.push({ kind: 'jammed', entity: jamVictim.id, reason: 'output buffer full', tick: t });
}
const out = brownoutAt(t);
if (out !== brownoutOn) {
brownoutOn = out;
events.push({ kind: 'brownout', on: out, tick: t });
}
}
lastTick = tick;
return events;
},
};
}

View File

@ -0,0 +1,78 @@
import { describe, expect, it, vi } from 'vitest';
import { createKeyRouter, type KeyEventLike } from './hotkeys';
/** A KeyboardEvent stand-in — the router only reads these fields, by design. */
function ev(key: string, extra: Partial<KeyEventLike> = {}): KeyEventLike {
return { key, preventDefault: vi.fn(), ...extra };
}
describe('createKeyRouter', () => {
it('routes a bound key to its handler', () => {
const router = createKeyRouter();
const hit = vi.fn();
router.bind('r', hit);
expect(router.handle(ev('r'))).toBe(true);
expect(hit).toHaveBeenCalledTimes(1);
});
it('matches case-insensitively, so shift-R still rotates', () => {
const router = createKeyRouter();
const hit = vi.fn();
router.bind('r', hit);
router.handle(ev('R'));
expect(hit).toHaveBeenCalled();
});
it('ignores unbound keys', () => {
const router = createKeyRouter();
expect(router.handle(ev('q'))).toBe(false);
});
it('swallows space so the page does not scroll under the factory', () => {
const router = createKeyRouter();
router.bind(' ', () => {});
const e = ev(' ');
router.handle(e);
expect(e.preventDefault).toHaveBeenCalled();
});
it('does not preventDefault on keys the browser should keep handling', () => {
const router = createKeyRouter();
router.bind('r', () => {});
const e = ev('r');
router.handle(e);
expect(e.preventDefault).not.toHaveBeenCalled();
});
it('leaves browser shortcuts alone (cmd/ctrl/alt held)', () => {
const router = createKeyRouter();
const hit = vi.fn();
router.bind('r', hit);
for (const mod of ['metaKey', 'ctrlKey', 'altKey'] as const) {
expect(router.handle(ev('r', { [mod]: true }))).toBe(false);
}
expect(hit).not.toHaveBeenCalled();
});
it('lets a later bind replace an earlier one for the same key', () => {
const router = createKeyRouter();
const first = vi.fn();
const second = vi.fn();
router.bind('1', first);
router.bind('1', second);
router.handle(ev('1'));
expect(first).not.toHaveBeenCalled();
expect(second).toHaveBeenCalled();
});
it('binds the paging keys independently', () => {
const router = createKeyRouter();
const prev = vi.fn();
const next = vi.fn();
router.bind('[', prev);
router.bind(']', next);
router.handle(ev(']'));
expect(next).toHaveBeenCalledTimes(1);
expect(prev).not.toHaveBeenCalled();
});
});

View File

@ -1,55 +1,84 @@
/**
* LANE-UI the keyboard map. ALL bindings live here; this file will grow.
*
* Round 1 map:
* 1..9 select build slot N (build bar)
* Round 2 map:
* 1..9 select build slot N *within the active page*
* [ ] previous / next build page
* R rotate pending build dir
* ESC clear selection / close inspector
* SPACE toggle HALT
* TAB cycle the unit manifest (temporary see NOTES: no pickTile in UIBus)
*
* WASD and the middle-drag pan belong to LANE-RENDER's camera; nothing here binds them.
* Keys are matched on `event.key`, lowercased, so layout-shifted digits still work.
* WASD and the middle-drag pan belong to LANE-RENDER's camera (see render/camera.ts);
* nothing here binds them. Keys match on `event.key` lowercased, so layout-shifted
* digits still work.
*
* Split in two: `KeyRouter` is the pure map + dispatch (no window, testable in node),
* `Hotkeys` is the thin binding to the real window.
*/
export type HotkeyHandler = (ev: KeyboardEvent) => void;
export type HotkeyHandler = (ev: KeyEventLike) => void;
export interface Hotkeys {
/** `key` is a lowercased `event.key`, e.g. "r", "escape", " ", "tab", "1". */
/** The parts of KeyboardEvent this module actually reads. */
export interface KeyEventLike {
key: string;
metaKey?: boolean;
ctrlKey?: boolean;
altKey?: boolean;
target?: unknown;
preventDefault?(): void;
}
export interface KeyRouter {
/** `key` is a lowercased `event.key`, e.g. "r", "escape", " ", "[", "1". */
bind(key: string, handler: HotkeyHandler): void;
/** Returns true if a binding ran. */
handle(ev: KeyEventLike): boolean;
}
export interface Hotkeys extends KeyRouter {
attach(): void;
detach(): void;
}
/** Don't steal keys while the player is typing into something. */
function isTypingTarget(t: EventTarget | null): boolean {
export function isTypingTarget(t: unknown): boolean {
if (typeof HTMLElement === 'undefined') return false;
if (!(t instanceof HTMLElement)) return false;
return t.isContentEditable || /^(INPUT|TEXTAREA|SELECT)$/.test(t.tagName);
}
/** Keys we always swallow so the browser doesn't scroll/focus-walk the page. */
const SWALLOW = new Set([' ', 'tab']);
/** Keys we swallow so the browser doesn't scroll or focus-walk the page. */
const SWALLOW = new Set([' ']);
export function createHotkeys(): Hotkeys {
export function createKeyRouter(): KeyRouter {
const map = new Map<string, HotkeyHandler>();
const onKeyDown = (ev: KeyboardEvent) => {
if (isTypingTarget(ev.target)) return;
// Let the browser keep its own shortcuts (⌘R, ctrl-tab, …).
if (ev.metaKey || ev.ctrlKey || ev.altKey) return;
const key = ev.key.toLowerCase();
const handler = map.get(key);
if (!handler) return;
if (SWALLOW.has(key)) ev.preventDefault();
handler(ev);
};
return {
bind(key, handler) {
map.set(key.toLowerCase(), handler);
},
handle(ev) {
if (isTypingTarget(ev.target)) return false;
// Leave the browser's own shortcuts alone (⌘R, ctrl-tab, …).
if (ev.metaKey || ev.ctrlKey || ev.altKey) return false;
const handler = map.get(ev.key.toLowerCase());
if (!handler) return false;
if (SWALLOW.has(ev.key.toLowerCase())) ev.preventDefault?.();
handler(ev);
return true;
},
};
}
export function createHotkeys(): Hotkeys {
const router = createKeyRouter();
const onKeyDown = (ev: KeyboardEvent) => router.handle(ev);
return {
bind: router.bind,
handle: router.handle,
attach() {
window.addEventListener('keydown', onKeyDown);
},

View File

@ -10,10 +10,9 @@
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 { createRoster, entityAt, syncRoster } from './pick';
import { createSelection } from './selection';
import { injectStyle } from './style';
import { createTopStrip } from './topstrip';
@ -27,35 +26,16 @@ export function createUI(): UI {
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);
for (let i = 0; i < roster.length; i++) {
const r = roster.entries[i];
if (r.id === entityId) return machines.get(r.def)?.name ?? `UNIT ${entityId}`;
}
return `UNIT ${entityId}`;
}
return {
@ -66,20 +46,17 @@ export function createUI(): UI {
const sel = createSelection(bus);
top = createTopStrip(data);
build = createBuildBar(data, sel);
inspector = createInspector(data);
inspector = createInspector(data, bus);
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('[', () => build.pageBy(-1));
keys.bind(']', () => build.pageBy(1));
keys.bind('r', () => sel.rotate());
keys.bind('escape', () => {
// One key, two jobs, in the order the player expects: drop the tool first.
@ -87,7 +64,6 @@ export function createUI(): UI {
else inspector.close();
});
keys.bind(' ', () => bus.dispatch({ kind: 'setPaused', paused: !paused }));
keys.bind('tab', cycleManifest);
keys.attach();
// ------------------------------------------------------------------- pointer
@ -107,26 +83,16 @@ export function createUI(): UI {
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);
const tile = bus.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);
}
if (hit === null) inspector.close();
else inspector.open(hit);
});
},
update(snap: SimSnapshot, events: SimEvent[]) {
if (fixture) {
snap = fixture.snapshot(snap.paused);
events = fixture.drain();
}
paused = snap.paused;
syncRoster(roster, snap);

View File

@ -1,15 +1,18 @@
/**
* 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.
* it, what it's chewing, how far along, how hot, 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 type {
EntityState, GameData, ItemDef, MachineDef, RecipeDef, SimSnapshot, UIBus,
} from '../contracts';
import { createChipRow, type ChipRow } from './chips';
import { intakeChips, outputChips } from './chipspec';
import { attrs, cls, el, panel, style, text } from './dom';
import { COPY, machineFlavor } from './voice';
import { COPY, jamText, machineFlavor } from './voice';
export interface Inspector {
el: HTMLElement;
@ -17,9 +20,14 @@ export interface Inspector {
close(): void;
isOpen(): boolean;
update(snap: SimSnapshot): void;
/** Entity currently shown, for the renderer-side selection highlight later. */
openId(): number | null;
}
export function createInspector(data: GameData): Inspector {
/** Heat above this throttles (CONTRACTS: "throttles >0.7, scrams at 1"). */
const THROTTLE_AT = 0.7;
export function createInspector(data: GameData, bus: UIBus): 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]));
@ -34,6 +42,18 @@ export function createInspector(data: GameData): Inspector {
const flavor = el('div', 'fk-ins-flavor');
// ------------------------------------------------------------- recipe picker
const recHead = el('div', 'fk-h', [COPY.inspectorRecipe]);
const recSelect = el('select', 'fk-ins-recipe');
attrs(recSelect, { title: 'PROCESS SELECT' });
recSelect.addEventListener('change', () => {
if (openId === null) return;
const v = recSelect.value;
bus.dispatch({ kind: 'setRecipe', entity: openId, recipe: v === '' ? null : v });
});
/** The def whose options are currently in the <select>, to avoid rebuilding per frame. */
let optionsFor: string | null = null;
const noRecipe = el('div', 'fk-ins-empty', [COPY.inspectorEmptyRecipe]);
const inHead = el('div', 'fk-h', [COPY.inspectorInput]);
@ -45,13 +65,18 @@ export function createInspector(data: GameData): Inspector {
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 heatHead = el('div', 'fk-h', [COPY.inspectorHeat]);
const heatFill = el('div', 'fk-bar-f');
const heatBar = el('div', 'fk-bar fk-heat', [heatFill]);
const heatState = el('div', 'fk-ins-heat-state');
const jam = el('div', 'fk-ins-jam');
const body = el('div', undefined, [
noRecipe, inHead, inChips.el, outHead, outChips.el, progHead, progBar, heatRow,
recHead, recSelect, noRecipe,
inHead, inChips.el, outHead, outChips.el,
progHead, progBar,
heatHead, heatBar, heatState,
]);
root.append(head, flavor, el('div', 'fk-rule'), body, jam);
@ -60,19 +85,59 @@ export function createInspector(data: GameData): Inspector {
function close() {
openId = null;
optionsFor = null;
cls(root, 'is-open', false);
}
closeBtn.addEventListener('click', close);
/** Rebuild the <option> list when the inspected machine changes. */
function syncOptions(def: MachineDef | undefined) {
if (optionsFor === (def?.id ?? null)) return;
optionsFor = def?.id ?? null;
recSelect.replaceChildren();
const idle = el('option', undefined, [COPY.inspectorNoRecipeOption]);
idle.value = '';
recSelect.append(idle);
for (const rid of def?.recipes ?? []) {
const r = recipes.get(rid);
const opt = el('option', undefined, [recipeLabel(r, rid)]);
opt.value = rid;
recSelect.append(opt);
}
}
/** "2 MDAT ORE -> 1 LUMA BARS + 1 CHROMA SLURRY" in item display names. */
function recipeLabel(r: RecipeDef | undefined, fallback: string): string {
if (!r) return fallback.toUpperCase();
const side = (m: Record<string, number>) =>
Object.entries(m)
.map(([id, n]) => `${n} ${items.get(id)?.name ?? id.toUpperCase()}`)
.join(' + ');
const ins = side(r.inputs);
const outs = side(r.outputs);
return ins ? `${ins}${outs}` : outs;
}
function paint(e: EntityState) {
const def = machines.get(e.def);
text(name, def?.name ?? e.def.toUpperCase());
text(flavor, machineFlavor(e.def));
text(flavor, machineFlavor(def, e.def));
// Only machines with something to choose get a picker.
const choices = def?.recipes ?? [];
const canChoose = choices.length > 0;
syncOptions(def);
for (const n of [recHead, recSelect]) style(n, 'display', canChoose ? '' : 'none');
if (canChoose && document.activeElement !== recSelect) {
const want = e.recipe ?? '';
if (recSelect.value !== want) recSelect.value = want;
}
const recipe = e.recipe ? recipes.get(e.recipe) : null;
const hasProcess = !!recipe;
style(noRecipe, 'display', hasProcess ? 'none' : 'block');
// "No process" only reads as a fault on a machine that could have one.
style(noRecipe, 'display', !hasProcess && canChoose ? 'block' : 'none');
for (const n of [outHead, outChips.el, progHead, progBar]) {
style(n, 'display', hasProcess ? '' : 'none');
}
@ -83,33 +148,27 @@ export function createInspector(data: GameData): Inspector {
for (const n of [inHead, inChips.el]) style(n, 'display', hasInputs ? '' : 'none');
if (recipe) {
const ins: ChipSpec[] = Object.entries(recipe.inputs).map(([item, need]) => {
const have = e.inputBuf[item] ?? 0;
return { item, count: `${have}/${need}`, state: have >= need ? 'met' : 'short' };
});
inChips.update(ins);
// Recipe outputs first, then anything else the buffer is holding (a jam is often
// an item the recipe never mentions).
const outIds = new Set(Object.keys(recipe.outputs));
for (const id of Object.keys(e.outputBuf)) outIds.add(id);
outChips.update(
[...outIds].map((item) => ({ item, count: String(e.outputBuf[item] ?? 0) })),
);
if (hasInputs) inChips.update(intakeChips(recipe, e));
outChips.update(outputChips(recipe, e));
style(progFill, 'width', `${Math.max(0, Math.min(1, e.progress)) * 100}%`);
}
// Heat: a bar rather than a number, because it's a thing you watch climb.
const hot = e.heat > 0.01;
style(heatRow, 'display', hot ? '' : 'none');
for (const n of [heatHead, heatBar, heatState]) style(n, '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 scram = e.heat >= 1;
const throttling = e.heat > THROTTLE_AT;
style(heatFill, 'width', `${Math.min(1, e.heat) * 100}%`);
cls(heatBar, 'is-throttling', throttling && !scram);
cls(heatBar, 'is-scram', scram);
text(heatState, scram ? COPY.heatScram : throttling ? COPY.heatThrottling : '');
cls(heatState, 'is-scram', scram);
}
const jammed = !!e.jammed;
cls(jam, 'is-on', jammed);
if (jammed) text(jam, COPY.inspectorJamPrefix + e.jammed!.toUpperCase());
if (jammed) text(jam, jamText(e.jammed!));
}
return {
@ -120,6 +179,7 @@ export function createInspector(data: GameData): Inspector {
},
close,
isOpen: () => openId !== null,
openId: () => openId,
update(snap) {
if (openId === null) return;
const e = snap.entities.find((x) => x.id === openId);

View File

@ -0,0 +1,84 @@
import { describe, expect, it } from 'vitest';
import type { MachineDef, MachineKind } from '../contracts';
import { paginate, pageOf, PER_PAGE } from './pages';
function m(id: string, kind: MachineKind): MachineDef {
return {
id, name: id.toUpperCase(), codex: '', kind,
footprint: { x: 1, y: 1 }, recipes: [], powerDraw: 0, asset: id,
};
}
/** The real shape of the problem: LANE-DATA's catalog is crafter-heavy. */
function catalog(crafters: number): MachineDef[] {
return [
m('seam-extractor', 'extractor'),
m('belt', 'belt'),
m('lane-splitter', 'splitter'),
m('buffer-tank', 'buffer'),
...Array.from({ length: crafters }, (_, i) => m(`crafter-${i}`, 'crafter')),
m('decode-asic', 'power'),
m('shipper', 'shipper'),
];
}
describe('paginate', () => {
it('groups kinds into house-ordered tabs', () => {
const pages = paginate(catalog(2));
expect(pages.map((p) => p.label)).toEqual(['EXTRACT', 'LOGISTICS', 'REFINE', 'POWER', 'SHIP']);
});
it('collapses belt, splitter and buffer into one LOGISTICS tab', () => {
const pages = paginate(catalog(1));
const logistics = pages.find((p) => p.label === 'LOGISTICS')!;
expect(logistics.machines.map((x) => x.id)).toEqual(['belt', 'lane-splitter', 'buffer-tank']);
});
it('never puts more than nine machines on a page, so 1-9 always reaches every slot', () => {
for (const n of [1, 9, 14, 40]) {
for (const page of paginate(catalog(n))) {
expect(page.machines.length).toBeLessThanOrEqual(PER_PAGE);
expect(page.machines.length).toBeGreaterThan(0);
}
}
});
it('spills an oversized kind into numbered pages', () => {
// 14 crafters is the live catalog: the exact case kind-tabs alone cannot hotkey.
const labels = paginate(catalog(14)).map((p) => p.label);
expect(labels).toContain('REFINE 1/2');
expect(labels).toContain('REFINE 2/2');
expect(labels).not.toContain('REFINE');
});
it('keeps every machine exactly once across all pages', () => {
const all = catalog(14);
const paged = paginate(all).flatMap((p) => p.machines.map((x) => x.id));
expect(paged.slice().sort()).toEqual(all.map((x) => x.id).sort());
});
it('does not drop a machine whose kind it has never heard of', () => {
const odd = [...catalog(1), m('mystery', 'teleporter' as MachineKind)];
const paged = paginate(odd).flatMap((p) => p.machines.map((x) => x.id));
expect(paged).toContain('mystery');
// and it sorts last rather than jumping the queue
expect(paginate(odd).at(-1)!.label).toBe('OTHER');
});
it('returns no pages for an empty catalog', () => {
expect(paginate([])).toEqual([]);
});
});
describe('pageOf', () => {
it('finds the page holding a machine', () => {
const pages = paginate(catalog(14));
const i = pageOf(pages, 'crafter-12');
expect(i).toBeGreaterThanOrEqual(0);
expect(pages[i].machines.some((x) => x.id === 'crafter-12')).toBe(true);
});
it('returns -1 for a machine that is not in the catalog', () => {
expect(pageOf(paginate(catalog(2)), 'nope')).toBe(-1);
});
});

73
fktry/src/ui/pages.ts Normal file
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@ -0,0 +1,73 @@
/**
* LANE-UI build bar pagination (pure; see pages.test.ts).
*
* Round 2 orders: kind tabs, `[`/`]` to page, 1-9 within the active page, "every machine
* hotkey-reachable at any catalog size".
*
* Kind tabs alone don't deliver that last clause: LANE-DATA's 21 machines include 14
* crafters, and 1-9 cannot reach 14. So a page is at most PER_PAGE machines, and a kind
* group larger than that spills into numbered pages (REFINE 1/2, REFINE 2/2). That keeps
* the invariant true no matter how big the catalog gets.
*/
import type { MachineDef, MachineKind } from '../contracts';
/** Hotkeys are 1-9, so a page can never hold more than nine. */
export const PER_PAGE = 9;
/** Kinds collapse into these tabs, in house order: dig, move, refine, power, ship. */
const GROUP_OF: Record<MachineKind, string> = {
extractor: 'EXTRACT',
belt: 'LOGISTICS',
splitter: 'LOGISTICS',
buffer: 'LOGISTICS',
crafter: 'REFINE',
power: 'POWER',
shipper: 'SHIP',
};
const GROUP_ORDER = ['EXTRACT', 'LOGISTICS', 'REFINE', 'POWER', 'SHIP'];
export interface BuildPage {
/** Tab label, e.g. "REFINE" or "REFINE 2/2". */
label: string;
machines: MachineDef[];
}
export function paginate(machines: MachineDef[], perPage: number = PER_PAGE): BuildPage[] {
const groups = new Map<string, MachineDef[]>();
for (const m of machines) {
// An unknown kind still gets a home rather than vanishing from the bar.
const g = GROUP_OF[m.kind] ?? 'OTHER';
const list = groups.get(g);
if (list) list.push(m);
else groups.set(g, [m]);
}
const names = [...groups.keys()].sort((a, b) => {
const ia = GROUP_ORDER.indexOf(a);
const ib = GROUP_ORDER.indexOf(b);
// Unknown groups sort last, alphabetically, rather than jumping the queue.
if (ia === -1 && ib === -1) return a < b ? -1 : a > b ? 1 : 0;
if (ia === -1) return 1;
if (ib === -1) return -1;
return ia - ib;
});
const pages: BuildPage[] = [];
for (const name of names) {
const list = groups.get(name)!;
const chunks = Math.max(1, Math.ceil(list.length / perPage));
for (let i = 0; i < chunks; i++) {
pages.push({
label: chunks > 1 ? `${name} ${i + 1}/${chunks}` : name,
machines: list.slice(i * perPage, (i + 1) * perPage),
});
}
}
return pages;
}
/** Page index holding `defId`, or -1. Used to follow a click-selection to its tab. */
export function pageOf(pages: BuildPage[], defId: string): number {
return pages.findIndex((p) => p.machines.some((m) => m.id === defId));
}

View File

@ -1,15 +1,14 @@
/**
* LANE-UI machine accent colors for build-bar icons.
*
* `ItemDef` carries a `color`; `MachineDef` does not, so the build bar has nothing
* data-driven to tint with. These are transcribed from docs/FKTRY_LORE.md §4 (each
* machine's ASSET block names its impossible element) as a stopgap.
* `MachineDef.color` (contracts v2) is the source of truth and wins whenever LANE-DATA
* has filled it the same value LANE-RENDER tints its placeholder boxes with, so the
* bar and the world agree about what a quantizer looks like.
*
* CONTRACT REQUEST filed in NOTES: add `MachineDef.color` LANE-RENDER needs the same
* value for its placeholder box tint, and two lanes hand-maintaining the same table is
* how the build bar and the world end up disagreeing about what a quantizer looks like.
* Until then: id override, else kind fallback, else house green. Never crashes on a
* machine we've never heard of.
* The tables below are the round-1 stopgap, kept as fallback: transcribed from
* docs/FKTRY_LORE.md §4 (each machine's ASSET block names its impossible element).
* Order: data color, else id override, else kind fallback, else house green. Never
* crashes on a machine we've never heard of.
*/
import type { MachineDef, MachineKind } from '../contracts';
@ -34,5 +33,5 @@ const BY_KIND: Record<MachineKind, string> = {
};
export function machineColor(def: MachineDef): string {
return BY_ID[def.id] ?? BY_KIND[def.kind] ?? '#d8ffd8';
return def.color || BY_ID[def.id] || BY_KIND[def.kind] || '#d8ffd8';
}

107
fktry/src/ui/pick.test.ts Normal file
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@ -0,0 +1,107 @@
import { describe, expect, it } from 'vitest';
import type { Dir, EntityState, MachineDef, SimSnapshot, Vec2 } from '../contracts';
import { createRoster, entityAt, footprintOf, syncRoster } from './pick';
function def(id: string, w: number, h: number): MachineDef {
return {
id, name: id.toUpperCase(), codex: '', kind: 'crafter',
footprint: { x: w, y: h }, recipes: [], powerDraw: 0, asset: id,
};
}
function ent(id: number, defId: string, pos: Vec2, dir: Dir = 0): EntityState {
return {
id, def: defId, pos, dir, recipe: null, progress: 0,
inputBuf: {}, outputBuf: {}, jammed: null, heat: 0,
};
}
function snap(entities: EntityState[]): SimSnapshot {
return {
tick: 0, paused: false, entities, beltItems: [],
bandwidth: { gen: 0, draw: 0, stored: 0, brownout: false },
shippedTotal: {}, activeCommission: null, commissionProgress: {},
};
}
const MACHINES = new Map<string, MachineDef>([
['reactor', def('reactor', 3, 3)],
['press', def('press', 2, 1)],
['belt', def('belt', 1, 1)],
]);
describe('footprintOf', () => {
it('leaves N/S footprints alone', () => {
expect(footprintOf(def('press', 2, 1), 0)).toEqual({ x: 2, y: 1 });
expect(footprintOf(def('press', 2, 1), 2)).toEqual({ x: 2, y: 1 });
});
it('swaps width and height for E/W', () => {
expect(footprintOf(def('press', 2, 1), 1)).toEqual({ x: 1, y: 2 });
expect(footprintOf(def('press', 2, 1), 3)).toEqual({ x: 1, y: 2 });
});
});
describe('entityAt', () => {
const roster = createRoster();
it('hits every tile of a footprint and nothing outside it', () => {
syncRoster(roster, snap([ent(7, 'reactor', { x: 4, y: 4 })]));
// pos is the origin corner (min x, min y): 4..6 inclusive on both axes.
for (let x = 4; x <= 6; x++) {
for (let y = 4; y <= 6; y++) expect(entityAt(roster, MACHINES, { x, y })).toBe(7);
}
for (const t of [{ x: 3, y: 4 }, { x: 7, y: 4 }, { x: 4, y: 3 }, { x: 4, y: 7 }]) {
expect(entityAt(roster, MACHINES, t)).toBeNull();
}
});
it('respects rotation when hit-testing', () => {
syncRoster(roster, snap([ent(1, 'press', { x: 0, y: 0 }, 1)])); // 2x1 rotated -> 1x2
expect(entityAt(roster, MACHINES, { x: 0, y: 1 })).toBe(1);
expect(entityAt(roster, MACHINES, { x: 1, y: 0 })).toBeNull();
});
it('returns null on empty ground', () => {
syncRoster(roster, snap([]));
expect(entityAt(roster, MACHINES, { x: 0, y: 0 })).toBeNull();
});
it('prefers the later-placed unit when footprints overlap', () => {
syncRoster(roster, snap([ent(1, 'belt', { x: 2, y: 2 }), ent(2, 'belt', { x: 2, y: 2 })]));
expect(entityAt(roster, MACHINES, { x: 2, y: 2 })).toBe(2);
});
it('ignores an entity whose def is unknown rather than throwing', () => {
syncRoster(roster, snap([ent(9, 'ghost-machine', { x: 0, y: 0 })]));
expect(entityAt(roster, MACHINES, { x: 0, y: 0 })).toBeNull();
});
});
describe('syncRoster', () => {
it('copies values out rather than holding the snapshot entities', () => {
const roster = createRoster();
const e = ent(3, 'belt', { x: 1, y: 1 });
syncRoster(roster, snap([e]));
// CONTRACTS: sim may reuse its buffers. Mutating the source must not move our copy.
e.pos.x = 99;
e.id = 42;
expect(roster.entries[0].x).toBe(1);
expect(roster.entries[0].id).toBe(3);
});
it('reuses its backing array and reports a shrinking length', () => {
const roster = createRoster();
syncRoster(roster, snap([ent(1, 'belt', { x: 0, y: 0 }), ent(2, 'belt', { x: 1, y: 0 })]));
const backing = roster.entries;
expect(roster.length).toBe(2);
syncRoster(roster, snap([ent(5, 'belt', { x: 9, y: 9 })]));
expect(roster.entries).toBe(backing); // no per-frame allocation
expect(roster.length).toBe(1);
expect(roster.entries[0].id).toBe(5);
// A stale slot must not be reachable through the reported length.
expect(entityAt(roster, MACHINES, { x: 1, y: 0 })).toBeNull();
});
});

View File

@ -1,27 +1,11 @@
/**
* LANE-UI figuring out which unit the player clicked.
*
* PROBLEM: `UIBus` gives us `dispatch` + `selectedBuild`, and `ui.init(root, data, bus)`
* never sees the Renderer so the UI has no access to `renderer.pickTile`, which is the
* only thing that knows the camera. CONTRACT REQUEST filed in NOTES (add `pickTile` to
* UIBus, or pass the renderer to `ui.init`).
*
* Until then: we opportunistically use `window.__fktryRenderer.pickTile` if LANE-RENDER
* happens to expose one, and the inspector otherwise falls back to TAB-cycling the unit
* manifest (see index.ts). Tileentity resolution below is ours either way.
* `bus.pickTile` (contracts v2) turns a client point into a tile; tileentity resolution
* below is ours. Together they are click-to-inspect.
*/
import type { Dir, MachineDef, SimSnapshot, Vec2 } from '../contracts';
export type PickTile = (clientX: number, clientY: number) => Vec2 | null;
export function resolvePickTile(): PickTile | null {
const r = (globalThis as any).__fktryRenderer;
if (r && typeof r.pickTile === 'function') {
return (x, y) => r.pickTile(x, y) ?? null;
}
return null;
}
/**
* Flattened copy of the entities in a snapshot: exactly the fields the UI needs between
* frames (hit-testing a click, naming a jammed unit in a toast).

View File

@ -0,0 +1,77 @@
import { describe, expect, it, vi } from 'vitest';
import type { Command, Dir, UIBus, Vec2 } from '../contracts';
import { createSelection } from './selection';
type BusWithSel = UIBus & { _sel: { def: string; dir: Dir } | null };
function makeBus(): BusWithSel {
const bus: BusWithSel = {
_sel: null,
dispatch: (_cmd: Command) => {},
selectedBuild: () => bus._sel,
pickTile: (_x: number, _y: number): Vec2 | null => null,
};
return bus;
}
describe('createSelection', () => {
it('writes the selection through to bus._sel, which main.ts reads for the ghost', () => {
const bus = makeBus();
const sel = createSelection(bus);
sel.select('quantizer');
expect(bus._sel).toEqual({ def: 'quantizer', dir: 0 });
expect(bus.selectedBuild()).toEqual({ def: 'quantizer', dir: 0 });
});
it('toggles off when the selected machine is selected again', () => {
const bus = makeBus();
const sel = createSelection(bus);
sel.select('belt');
sel.select('belt');
expect(sel.get()).toBeNull();
expect(bus._sel).toBeNull();
});
it('rotates N->E->S->W and wraps', () => {
const bus = makeBus();
const sel = createSelection(bus);
sel.select('belt');
const dirs = [1, 2, 3, 0].map(() => {
sel.rotate();
return sel.get()!.dir;
});
expect(dirs).toEqual([1, 2, 3, 0]);
});
it('keeps the facing when swapping machines — you aim once, then build a line', () => {
const bus = makeBus();
const sel = createSelection(bus);
sel.select('belt');
sel.rotate();
sel.rotate();
sel.select('demuxer');
expect(sel.get()).toEqual({ def: 'demuxer', dir: 2 });
});
it('does nothing on rotate with nothing selected', () => {
const sel = createSelection(makeBus());
sel.rotate();
expect(sel.get()).toBeNull();
});
it('notifies listeners on change, and not on a no-op clear', () => {
const sel = createSelection(makeBus());
const cb = vi.fn();
sel.onChange(cb);
sel.select('belt');
expect(cb).toHaveBeenCalledTimes(1);
sel.rotate();
expect(cb).toHaveBeenCalledTimes(2);
sel.clear();
expect(cb).toHaveBeenCalledTimes(3);
sel.clear(); // already empty — nothing changed, nobody needs waking
expect(cb).toHaveBeenCalledTimes(3);
});
});

View File

@ -68,6 +68,9 @@ const CSS = `
.fk-bar { height: 6px; background: var(--fk-bg-solid); border: 1px solid var(--fk-line); }
.fk-bar-f { height: 100%; width: 0%; background: var(--fk-cool); transition: width 90ms linear; }
.fk-heat .fk-bar-f { background: var(--fk-dim); }
.fk-heat.is-throttling .fk-bar-f { background: var(--fk-amber); }
.fk-heat.is-scram .fk-bar-f { background: var(--fk-red); }
/* ---------------------------------------------------------------- top strip */
@ -103,13 +106,24 @@ const CSS = `
padding: 6px;
max-width: calc(100vw - 20px);
}
/* LANE-DATA shipped 21 machines; the bar wraps rather than running off the viewport.
Paging/tabs proposed for a later round see NOTES. */
.fk-build-row {
display: flex; gap: 4px;
flex-wrap: wrap;
justify-content: center;
}
/* Kind tabs. A page holds at most nine so 1-9 always reaches every machine. */
.fk-tabs { display: flex; gap: 3px; margin-bottom: 5px; flex-wrap: wrap; justify-content: center; }
.fk-tab {
background: var(--fk-bg-solid);
border: 1px solid var(--fk-line);
border-bottom-color: transparent;
color: var(--fk-faint);
font: inherit; font-size: 9px; letter-spacing: 0.12em;
padding: 2px 8px; cursor: pointer; pointer-events: auto;
}
.fk-tab:hover { color: var(--fk-fg); border-color: var(--fk-cool); }
.fk-tab.is-active { color: var(--fk-cool); border-color: var(--fk-cool); background: #0c1a1a; }
.fk-build-btn {
position: relative;
width: 58px;
@ -162,6 +176,25 @@ const CSS = `
.fk-ins-jam { display: none; color: var(--fk-amber); font-size: 11px; margin-top: 5px; }
.fk-ins-jam.is-on { display: block; }
.fk-ins-empty { color: var(--fk-faint); font-size: 10px; }
.fk-ins-heat-state { font-size: 10px; color: var(--fk-amber); margin-top: 3px; }
.fk-ins-heat-state.is-scram { color: var(--fk-red); font-weight: bold; }
/* Process select: a native <select> beaten into the house style. */
.fk-ins-recipe {
width: 100%;
background: var(--fk-bg-solid);
border: 1px solid var(--fk-line);
color: var(--fk-fg);
font: inherit; font-size: 10px;
padding: 3px 4px;
margin-bottom: 4px;
border-radius: 0;
appearance: none;
cursor: pointer;
pointer-events: auto;
}
.fk-ins-recipe:hover, .fk-ins-recipe:focus { border-color: var(--fk-cool); outline: none; }
.fk-ins-recipe option { background: var(--fk-bg-solid); color: var(--fk-fg); }
/* ---------------------------------------------------------------- fax */
@ -188,6 +221,29 @@ const CSS = `
#fk-fax .fk-chip { border-color: #4a4230; }
#fk-fax .fk-chip-n { color: #a09468; }
#fk-fax .fk-chip.is-met .fk-chip-n { color: var(--fk-cool); }
/* NEXT IN TRAY: a peek, so it reads quieter than the live commission. */
.fk-fax-next { display: none; opacity: 0.6; }
.fk-fax-next.is-on { display: block; }
.fk-fax-next-name { color: #a09468; font-size: 10px; letter-spacing: 0.08em; }
/* SANITISING: The Correction's buyback, stated as routine paperwork. */
.fk-san { display: none; margin-top: 4px; }
.fk-san.is-on { display: block; }
.fk-san-h { color: #7fa8a0; }
/* STANDING ORDER: not an animation — it's just always true, stamped once. */
.fk-fax-standing {
position: absolute; top: 6px; right: 6px;
display: none; pointer-events: none;
}
.fk-fax-standing.is-on { display: block; }
.fk-fax-standing span {
border: 2px solid var(--fk-cool); color: var(--fk-cool);
font-size: 9px; font-weight: bold; letter-spacing: 0.1em;
padding: 1px 4px; transform: rotate(-6deg); display: block;
opacity: 0.75;
}
.fk-fax-stamp {
position: absolute; inset: 0;
display: none; align-items: center; justify-content: center;

View File

@ -0,0 +1,92 @@
import { describe, expect, it } from 'vitest';
import type { MachineDef, MachineKind, SimEvent } from '../contracts';
import { machineColor } from './palette';
import { eventToast, jamText, machineFlavor } from './voice';
function def(over: Partial<MachineDef> = {}): MachineDef {
return {
id: 'quantizer', name: 'QUANTIZER', codex: '', kind: 'crafter',
footprint: { x: 2, y: 2 }, recipes: [], powerDraw: 0, asset: 'quantizer', ...over,
};
}
const named = (id: number) => (id === 5 ? 'MOSH REACTOR' : `UNIT ${id}`);
describe('machineFlavor', () => {
it('prefers the codex line from data once LANE-DATA fills it', () => {
expect(machineFlavor(def({ flavor: 'The dial goes to CRIME.' }), 'quantizer'))
.toBe('The dial goes to CRIME.');
});
it('falls back to the hand-transcribed line while data is empty', () => {
expect(machineFlavor(def(), 'quantizer')).toContain('Rounds coefficients to zero');
});
it('gives an unknown machine generic copy rather than nothing', () => {
expect(machineFlavor(def({ id: 'wormhole' }), 'wormhole')).toContain('Industrial equipment');
});
it('survives a missing def', () => {
expect(machineFlavor(undefined, 'belt')).toContain('Moving things is the entire job');
});
});
describe('jamText', () => {
it('distinguishes backed-up from starved', () => {
expect(jamText('output full')).toBe('OUTPUT BUFFER AT CAPACITY. THIS IS A YOU PROBLEM.');
expect(jamText('starved')).toBe('INTAKE STARVED. NOTHING IS ARRIVING.');
});
it('passes an unknown reason through uppercased rather than swallowing it', () => {
expect(jamText('belt on fire')).toBe('BELT ON FIRE');
});
});
describe('eventToast', () => {
it('names the machine that jammed and says why', () => {
const e: SimEvent = { kind: 'jammed', entity: 5, reason: 'starved', tick: 1 };
expect(eventToast(e, named)).toBe('MOSH REACTOR: INTAKE STARVED. NOTHING IS ARRIVING.');
});
it('has different copy for a brownout arriving and lifting', () => {
const on = eventToast({ kind: 'brownout', on: true, tick: 1 }, named);
const off = eventToast({ kind: 'brownout', on: false, tick: 2 }, named);
expect(on).not.toBe(off);
expect(on).toContain('STILL LIFE');
});
it('reports a thermal scram against the machine that scrammed', () => {
const e: SimEvent = { kind: 'scram', entity: 5, on: true, tick: 9 };
expect(eventToast(e, named)).toContain('MOSH REACTOR');
expect(eventToast(e, named)).toContain('THERMAL SCRAM');
});
it('stays quiet for the high-frequency events', () => {
for (const e of [
{ kind: 'shipped', item: 'melt', count: 1, tick: 1 },
{ kind: 'crafted', entity: 1, recipe: 'mosh', tick: 1 },
{ kind: 'placed', entity: 1, def: 'belt', tick: 1 },
{ kind: 'removed', entity: 1, def: 'belt', tick: 1 },
] as SimEvent[]) {
expect(eventToast(e, named)).toBeNull();
}
});
});
describe('machineColor', () => {
it('prefers the art-directed color from data', () => {
expect(machineColor(def({ color: '#123456' }))).toBe('#123456');
});
it('falls back to the codex-derived id color', () => {
expect(machineColor(def({ id: 'mosh-reactor' }))).toBe('#ff7a3f');
});
it('falls back to a kind color for a machine with no entry', () => {
expect(machineColor(def({ id: 'brand-new-thing', kind: 'power' }))).toBe('#3fffe0');
});
it('always returns something for an unheard-of kind', () => {
expect(machineColor(def({ id: 'x', kind: 'teleporter' as MachineKind }))).toMatch(/^#/);
});
});

View File

@ -7,15 +7,15 @@
*
* All copy in the UI comes from this file so the tone stays in one place.
*/
import type { SimEvent } from '../contracts';
import type { MachineDef, SimEvent } from '../contracts';
/**
* Flavor lines for the inspector, keyed by MachineDef.id.
* Fallback flavor, keyed by MachineDef.id.
*
* TEMPORARY: hand-transcribed from docs/FKTRY_LORE.md §4 by LANE-UI. These belong in
* data/machines.json as a `flavor` field owned by LANE-DATA CONTRACT REQUEST filed in
* NOTES. Unknown ids fall back to `GENERIC_FLAVOR`, so new machines never crash the
* panel, they just sound like a filing cabinet until the codex line lands.
* `MachineDef.flavor` (contracts v2) is the real source and wins whenever LANE-DATA has
* filled it. These are the seven I hand-transcribed from the codex in round 1, kept as
* the fallback per orders. Unknown ids get `GENERIC_FLAVOR` a new machine never
* crashes the panel, it just sounds like a filing cabinet until its line lands.
*/
const MACHINE_FLAVOR: Record<string, string> = {
'seam-extractor':
@ -44,19 +44,39 @@ const MACHINE_FLAVOR: Record<string, string> = {
const GENERIC_FLAVOR =
'Industrial equipment. Operates within tolerances. Tolerances not disclosed.';
export function machineFlavor(defId: string): string {
return MACHINE_FLAVOR[defId] ?? GENERIC_FLAVOR;
export function machineFlavor(def: MachineDef | undefined, id: string): string {
return def?.flavor || MACHINE_FLAVOR[id] || GENERIC_FLAVOR;
}
/**
* Jam reasons, in the house voice. The sim owns the reason strings; we translate the
* ones we know and pass anything else through uppercased, so a new stall reason shows
* up honestly rather than being swallowed.
*/
const JAM_TEXT: Record<string, string> = {
'output full': 'OUTPUT BUFFER AT CAPACITY. THIS IS A YOU PROBLEM.',
starved: 'INTAKE STARVED. NOTHING IS ARRIVING.',
'no recipe': 'NO PROCESS ASSIGNED. UNIT AWAITS INSTRUCTION.',
'no power': 'INSUFFICIENT BANDWIDTH. THE MATHEMATICS ARE UNMOVED.',
};
export function jamText(reason: string): string {
return JAM_TEXT[reason] ?? reason.toUpperCase();
}
/** Toast copy for events the player should notice without reading a manual. */
export function eventToast(ev: SimEvent, machineName: (id: number) => string): string | null {
switch (ev.kind) {
case 'jammed':
return `${machineName(ev.entity)} HAS STOPPED. ${ev.reason.toUpperCase()}.`;
return `${machineName(ev.entity)}: ${jamText(ev.reason)}`;
case 'brownout':
return ev.on
? 'BUFFER UNDERRUN. THIS SECTOR IS NOW A STILL LIFE.'
: 'BUFFER RESTORED. RESUME SINNING.';
case 'scram':
return ev.on
? `THERMAL SCRAM. ${machineName(ev.entity)} HAS EXCUSED ITSELF.`
: `${machineName(ev.entity)} IS COOL ENOUGH TO CONTINUE. REGRETTABLY.`;
case 'commissionDone':
return 'FAX SENT. THE COLLECTOR DOES NOT SAY THANK YOU.';
default:
@ -72,25 +92,28 @@ export const COPY = {
running: 'RUNNING',
tick: 'TICK',
buildBarTitle: 'REQUISITION',
inspectorEmptyRecipe: 'NO PROCESS ASSIGNED. UNIT IS BEING PAID TO EXIST.',
inspectorInput: 'INTAKE',
inspectorOutput: 'OUTPUT',
inspectorProgress: 'PROCESS',
inspectorJamPrefix: 'FAULT: ',
inspectorRecipe: 'PROCESS SELECT',
inspectorNoRecipeOption: 'IDLE',
inspectorClose: 'X',
inspectorHeat: 'HEAT',
heatThrottling: 'THROTTLING',
heatScram: 'SCRAM — UNIT OFFLINE',
faxHeader: 'INCOMING FAX',
faxSubheader: 'GLITCH ACQUISITIONS — UNSOLICITED',
faxNoCommission: 'NO ACTIVE COMMISSION. THE FAX MACHINE IS RESTING.',
faxStamp: 'FAX SENT',
faxStanding: 'STANDING ORDER',
faxNext: 'NEXT IN TRAY',
/** Shown against shipments The Correction quietly buys back (M3 fiction). */
sanitising: 'SANITISING',
/** Shown on the build bar when the player has something selected. */
placingHint: 'LMB PLACE · R ROTATE · ESC CANCEL',
idleHint: '1-9 SELECT · SPACE HALT · TAB MANIFEST',
/** Inspector fallback when no entity is under the cursor. */
manifestEmpty: 'NO UNITS ON RECORD. THE FLOOR IS AUDITED AND EMPTY.',
idleHint: '1-9 SELECT · [ ] PAGE · SPACE HALT · CLICK A UNIT TO INSPECT',
} as const;
/** Direction names for the rotation readout. Dir 0..3 = N,E,S,W clockwise. */