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Author SHA1 Message Date
type-two
e1206fea78 [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>
2026-07-17 16:16:02 +10:00
type-two
df1eee7249 [ui] dev-only fake sim behind ?uifixture
The sim stub reported an empty world, so there was nothing on screen to
verify the HUD against: an empty inspector and a 0/0 meter prove nothing.
This synthesises a plausible snapshot -- entities mid-craft, a jam, heat,
shipments, a recurring brownout and commission -- so every surface can be
watched doing its job in a browser.

Runs on a wall clock rather than the sim tick: rAF stops in a backgrounded
tab, and a tick-driven fixture crawls too slowly to ever reach the brownout
window. It is a fake sim for eyeballing chrome; nothing here is or needs to
be deterministic.

Inert without the query param, dispatches no Commands, touches no other
lane. Delete once the real sim can be driven to a brownout by hand.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 16:16:02 +10:00
type-two
c18309f464 [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>
2026-07-17 16:15:50 +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
16 changed files with 1461 additions and 10 deletions

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

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fktry/src/ui/buildbar.ts Normal file
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@ -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,
};
}

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fktry/src/ui/chips.ts Normal file
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@ -0,0 +1,73 @@
/**
* LANE-UI item chips. A chip is a color swatch + item name + a count, and it is the
* only way items are ever shown in the HUD (inspector buffers, recipe I/O, fax wants).
*
* Colors and names come from GameData.items nothing here hard-codes an item id, so
* new items from LANE-DATA light up with zero code (CONTRACTS "IDs are data-driven").
*/
import type { ItemDef } from '../contracts';
import { attrs, el, text } from './dom';
export type ChipState = 'plain' | 'short' | 'met';
export interface ChipSpec {
item: string;
/** Right-hand count text, e.g. "3" or "3/40". */
count: string;
state?: ChipState;
}
export interface ChipRow {
el: HTMLElement;
update(specs: ChipSpec[]): void;
}
/** Items the codex hasn't taught us about yet still get a chip, just a drab one. */
const UNKNOWN: Pick<ItemDef, 'name' | 'color'> = { name: '???', color: '#6a8a6a' };
export function createChipRow(items: Map<string, ItemDef>): ChipRow {
const root = el('div', 'fk-chips');
const live = new Map<string, { chip: HTMLElement; sw: HTMLElement; n: HTMLElement }>();
return {
el: root,
update(specs) {
const seen = new Set<string>();
for (const spec of specs) {
seen.add(spec.item);
let entry = live.get(spec.item);
if (!entry) {
const def = items.get(spec.item) ?? UNKNOWN;
const sw = el('span', 'fk-chip-sw');
sw.style.background = def.color;
const n = el('span', 'fk-chip-n');
const chip = el('span', 'fk-chip', [sw, def.name, n]);
attrs(chip, { title: spec.item });
entry = { chip, sw, n };
live.set(spec.item, entry);
root.appendChild(chip);
}
text(entry.n, spec.count);
// One class per state; className assignment is cheap and avoids stale flags.
const state = spec.state ?? 'plain';
const want = state === 'plain' ? 'fk-chip' : `fk-chip is-${state}`;
if (entry.chip.className !== want) entry.chip.className = want;
}
for (const [id, entry] of live) {
if (seen.has(id)) continue;
entry.chip.remove();
live.delete(id);
}
// Keep DOM order matching spec order (chips are few; this is cheap).
for (const spec of specs) {
const entry = live.get(spec.item);
if (entry) root.appendChild(entry.chip);
}
},
};
}

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fktry/src/ui/dom.ts Normal file
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@ -0,0 +1,40 @@
/** LANE-UI — tiny DOM helpers. No framework, no dependencies, no apologies. */
type Attrs = Record<string, string>;
/** Create an element. `cls` is space-separated; children may be nodes or strings. */
export function el<K extends keyof HTMLElementTagNameMap>(
tag: K,
cls?: string,
children?: Array<Node | string>,
): HTMLElementTagNameMap[K] {
const node = document.createElement(tag);
if (cls) node.className = cls;
if (children) for (const c of children) node.append(c);
return node;
}
export function attrs<T extends HTMLElement>(node: T, a: Attrs): T {
for (const [k, v] of Object.entries(a)) node.setAttribute(k, v);
return node;
}
/** Set textContent only when it changed — update() runs every frame. */
export function text(node: HTMLElement, s: string): void {
if (node.textContent !== s) node.textContent = s;
}
/** Toggle a class only when it changed. */
export function cls(node: HTMLElement, name: string, on: boolean): void {
if (node.classList.contains(name) !== on) node.classList.toggle(name, on);
}
/** Set an inline style property only when it changed. */
export function style(node: HTMLElement, prop: string, value: string): void {
if (node.style.getPropertyValue(prop) !== value) node.style.setProperty(prop, value);
}
/** A panel: the standard bordered industrial box everything lives in. */
export function panel(cls?: string): HTMLDivElement {
return el('div', cls ? `fk-panel ${cls}` : 'fk-panel');
}

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fktry/src/ui/fax.ts Normal file
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@ -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);
},
};
}

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/**
* 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;
},
};
}

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/**
* LANE-UI the keyboard map. ALL bindings live here; this file will grow.
*
* Round 1 map:
* 1..9 select build slot N (build bar)
* 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.
*/
export type HotkeyHandler = (ev: KeyboardEvent) => void;
export interface Hotkeys {
/** `key` is a lowercased `event.key`, e.g. "r", "escape", " ", "tab", "1". */
bind(key: string, handler: HotkeyHandler): void;
attach(): void;
detach(): void;
}
/** Don't steal keys while the player is typing into something. */
function isTypingTarget(t: EventTarget | null): boolean {
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']);
export function createHotkeys(): Hotkeys {
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);
},
attach() {
window.addEventListener('keydown', onKeyDown);
},
detach() {
window.removeEventListener('keydown', onKeyDown);
},
};
}

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@ -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());
},
};
}

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/**
* 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);
},
};
}

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/**
* 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.
*
* 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.
*/
import type { MachineDef, MachineKind } from '../contracts';
const BY_ID: Record<string, string> = {
'seam-extractor': '#c8a03f', // grimy yellow chassis
belt: '#5a7a5a',
demuxer: '#ff3fd4', // the magenta output chute
quantizer: '#e8e0ff', // HF dust leaking from the seams
'mosh-reactor': '#ff7a3f', // melt, seen through the porthole
'decode-asic': '#3fffe0', // serene LED face
shipper: '#d8ffd8', // THE SCREEN's own light
};
const BY_KIND: Record<MachineKind, string> = {
extractor: '#c8a03f',
belt: '#5a7a5a',
crafter: '#3fffe0',
splitter: '#7fb0ff',
power: '#3fffe0',
buffer: '#7fb0ff',
shipper: '#d8ffd8',
};
export function machineColor(def: MachineDef): string {
return BY_ID[def.id] ?? BY_KIND[def.kind] ?? '#d8ffd8';
}

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/**
* 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.
*/
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).
*
* CONTRACTS: "Sim may reuse internal buffers between snapshots; consumers must not hold
* references across frames." Pointer and key handlers fire *between* frames, so the UI
* keeps this copy instead of the snapshot. The backing array is reused a 500-entity
* factory must not allocate 500 objects every frame just to be polite.
*/
export interface RosterEntry {
id: number;
def: string;
x: number;
y: number;
dir: Dir;
}
export interface Roster {
entries: RosterEntry[];
length: number;
}
export function createRoster(): Roster {
return { entries: [], length: 0 };
}
export function syncRoster(roster: Roster, snap: SimSnapshot): void {
const n = snap.entities.length;
for (let i = 0; i < n; i++) {
const e = snap.entities[i];
let r = roster.entries[i];
if (!r) {
r = { id: 0, def: '', x: 0, y: 0, dir: 0 };
roster.entries[i] = r;
}
r.id = e.id;
r.def = e.def;
r.x = e.pos.x;
r.y = e.pos.y;
r.dir = e.dir;
}
roster.length = n;
}
/**
* Footprint in world tiles after rotation. CONTRACTS: `Dir` 0..3 = N,E,S,W clockwise,
* `pos` is the origin corner (min x, min y), so E/W rotations swap width and height.
*/
export function footprintOf(def: MachineDef, dir: Dir): Vec2 {
return dir === 1 || dir === 3
? { x: def.footprint.y, y: def.footprint.x }
: { x: def.footprint.x, y: def.footprint.y };
}
/** Entity id under `tile`, or null. */
export function entityAt(
roster: Roster,
machines: Map<string, MachineDef>,
tile: Vec2,
): number | null {
// Reverse order: later-placed units sit on top, which is what the eye expects.
for (let i = roster.length - 1; i >= 0; i--) {
const r = roster.entries[i];
const def = machines.get(r.def);
if (!def) continue;
const fp = footprintOf(def, r.dir);
if (tile.x >= r.x && tile.x < r.x + fp.x && tile.y >= r.y && tile.y < r.y + fp.y) {
return r.id;
}
}
return null;
}

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/**
* LANE-UI the pending build selection.
*
* main.ts reads this through `bus.selectedBuild()` for its ghost + click-to-place glue,
* and the hook it documents is the `_sel` field on the bus object. UI is the only writer;
* we write through to `_sel` on every change and treat our own copy as the truth.
*/
import type { Dir, UIBus } from '../contracts';
export interface BuildSelection {
get(): { def: string; dir: Dir } | null;
/** Select a machine; selecting the one already selected clears it (toggle). */
select(def: string): void;
rotate(): void;
clear(): void;
onChange(cb: () => void): void;
}
type BusWithSel = UIBus & { _sel: { def: string; dir: Dir } | null };
export function createSelection(bus: UIBus): BuildSelection {
const hook = bus as BusWithSel;
let sel: { def: string; dir: Dir } | null = null;
const listeners: Array<() => void> = [];
function commit(next: { def: string; dir: Dir } | null) {
sel = next;
hook._sel = next;
for (const cb of listeners) cb();
}
return {
get: () => sel,
select(def) {
if (sel?.def === def) commit(null);
else commit({ def, dir: sel?.dir ?? 0 }); // keep the dir across swaps
},
rotate() {
if (sel) commit({ def: sel.def, dir: ((sel.dir + 1) % 4) as Dir });
},
clear() {
if (sel) commit(null);
},
onChange(cb) {
listeners.push(cb);
},
};
}

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/**
* LANE-UI injected stylesheet. Terminal-industrial: monospace, phosphor green on
* near-black, hot accents, hard corners. This is machinery, not a startup.
*
* Every interactive element re-enables pointer-events; `#ui` itself stays transparent
* to the mouse so clicks fall through to the world.
*/
const CSS = `
#ui {
--fk-fg: #d8ffd8;
--fk-dim: #6a8a6a;
--fk-faint: #3d523d;
--fk-bg: #0d0b16;
--fk-bg-solid: #0a0812;
--fk-line: #2a2440;
--fk-hot: #ff3fd4;
--fk-cool: #3fffe0;
--fk-amber: #ffb03f;
--fk-red: #ff3f4a;
font-family: "Courier New", ui-monospace, monospace;
font-size: 12px;
line-height: 1.35;
color: var(--fk-fg);
text-transform: uppercase;
letter-spacing: 0.04em;
user-select: none;
}
/* ---------------------------------------------------------------- primitives */
.fk-panel {
position: fixed;
background: var(--fk-bg);
border: 1px solid var(--fk-line);
padding: 6px 8px;
pointer-events: auto;
}
.fk-h {
color: var(--fk-dim);
font-size: 10px;
letter-spacing: 0.18em;
margin-bottom: 4px;
}
.fk-rule { height: 1px; background: var(--fk-line); margin: 6px 0; }
.fk-chip {
display: inline-flex;
align-items: center;
gap: 4px;
border: 1px solid var(--fk-line);
padding: 1px 4px 1px 2px;
margin: 2px 3px 2px 0;
font-size: 11px;
white-space: nowrap;
}
/* MDAT ore is near-black by design; without the outline its chip reads as empty. */
.fk-chip-sw {
width: 8px; height: 8px; flex: 0 0 8px;
outline: 1px solid rgba(216, 255, 216, 0.18);
outline-offset: -1px;
}
.fk-chip-n { color: var(--fk-dim); }
.fk-chip.is-short .fk-chip-n { color: var(--fk-amber); }
.fk-chip.is-met .fk-chip-n { color: var(--fk-cool); }
.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; }
/* ---------------------------------------------------------------- top strip */
#fk-top {
top: 10px; left: 10px;
width: 300px;
z-index: 11;
}
.fk-bw-nums { display: flex; justify-content: space-between; font-size: 11px; }
.fk-bw-draw { color: var(--fk-fg); }
#fk-top.is-tight .fk-bar-f { background: var(--fk-amber); }
#fk-top.is-brownout { border-color: var(--fk-red); animation: fk-flash 0.45s steps(2) infinite; }
#fk-top.is-brownout .fk-bar-f { background: var(--fk-red); }
#fk-brownout {
display: none;
color: var(--fk-red);
font-weight: bold;
letter-spacing: 0.2em;
margin-top: 3px;
}
#fk-top.is-brownout #fk-brownout { display: block; }
@keyframes fk-flash { 0% { background: var(--fk-bg); } 50% { background: #2a0d12; } }
.fk-stat { display: flex; justify-content: space-between; font-size: 11px; }
.fk-stat-v { color: var(--fk-cool); }
#fk-run.is-paused { color: var(--fk-amber); }
/* ---------------------------------------------------------------- build bar */
#fk-build {
bottom: 10px; left: 50%; transform: translateX(-50%);
display: flex; flex-direction: column; align-items: center;
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;
}
.fk-build-btn {
position: relative;
width: 58px;
background: var(--fk-bg-solid);
border: 1px solid var(--fk-line);
color: var(--fk-dim);
font: inherit;
font-size: 9px;
text-transform: uppercase;
letter-spacing: 0.02em;
padding: 4px 2px 3px;
cursor: pointer;
pointer-events: auto;
}
.fk-build-btn:hover { border-color: var(--fk-cool); color: var(--fk-fg); }
.fk-build-btn.is-sel { border-color: var(--fk-hot); color: var(--fk-fg); background: #1c0a20; }
.fk-build-btn.is-sel .fk-build-ico { box-shadow: 0 0 6px var(--fk-hot); }
.fk-build-ico { width: 100%; height: 18px; margin-bottom: 3px; }
.fk-build-key {
position: absolute; top: 1px; right: 2px;
font-size: 8px; color: var(--fk-faint);
}
.fk-build-btn.is-sel .fk-build-key { color: var(--fk-hot); }
.fk-build-name { display: block; overflow: hidden; text-overflow: ellipsis; white-space: nowrap; }
#fk-build-hint { color: var(--fk-faint); font-size: 9px; margin-top: 5px; letter-spacing: 0.1em; }
#fk-build-hint.is-placing { color: var(--fk-hot); }
/* ---------------------------------------------------------------- inspector */
#fk-inspect {
display: none;
top: 210px; left: 10px;
width: 300px;
max-height: calc(100vh - 300px);
overflow-y: auto;
z-index: 11;
}
#fk-inspect.is-open { display: block; }
.fk-ins-head { display: flex; justify-content: space-between; align-items: baseline; gap: 6px; }
.fk-ins-name { color: var(--fk-cool); letter-spacing: 0.08em; }
.fk-ins-x {
background: none; border: 1px solid var(--fk-line); color: var(--fk-dim);
font: inherit; font-size: 10px; line-height: 1; padding: 2px 5px; cursor: pointer;
}
.fk-ins-x:hover { border-color: var(--fk-hot); color: var(--fk-hot); }
.fk-ins-flavor {
color: var(--fk-dim); font-size: 10px; text-transform: none; letter-spacing: 0;
font-style: italic; margin: 5px 0;
}
.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; }
/* ---------------------------------------------------------------- fax */
#fk-fax {
display: none;
top: 200px; right: 10px;
width: 260px;
background: #12100a;
border-color: #4a4230;
z-index: 11;
}
#fk-fax.is-open { display: block; }
/* fax paper: warm, torn-off, faintly ruled */
#fk-fax::after {
content: ""; position: absolute; left: 0; right: 0; bottom: -5px; height: 5px;
background: repeating-linear-gradient(90deg, #12100a 0 4px, transparent 4px 8px);
}
.fk-fax-h { color: #a09468; }
.fk-fax-sub { color: #6a6048; font-size: 9px; letter-spacing: 0.1em; }
.fk-fax-flavor {
color: #e8dcb0; font-size: 11px; text-transform: none; letter-spacing: 0;
margin: 6px 0; line-height: 1.4;
}
#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); }
.fk-fax-stamp {
position: absolute; inset: 0;
display: none; align-items: center; justify-content: center;
pointer-events: none;
}
.fk-fax-stamp.is-on { display: flex; animation: fk-stamp 1.8s ease-out forwards; }
.fk-fax-stamp span {
border: 3px solid var(--fk-red); color: var(--fk-red);
font-size: 22px; font-weight: bold; letter-spacing: 0.1em;
padding: 4px 10px; transform: rotate(-11deg);
}
/* aggressively mundane: it just lands, once, and stays there. */
@keyframes fk-stamp {
0% { opacity: 0; transform: scale(2.4); }
12% { opacity: 1; transform: scale(1); }
14% { transform: scale(1.04); }
16% { transform: scale(1); }
85% { opacity: 1; }
100% { opacity: 0; }
}
/* ---------------------------------------------------------------- toasts */
#fk-toasts {
position: fixed; bottom: 10px; right: 10px;
display: flex; flex-direction: column; align-items: flex-end; gap: 4px;
pointer-events: none;
z-index: 11;
}
.fk-toast {
background: var(--fk-bg); border: 1px solid var(--fk-line);
border-left: 3px solid var(--fk-dim);
padding: 4px 8px; font-size: 10px; max-width: 320px;
animation: fk-toast-in 140ms ease-out;
}
.fk-toast.is-out { opacity: 0; transition: opacity 400ms linear; }
.fk-toast.k-jammed { border-left-color: var(--fk-amber); color: var(--fk-amber); }
.fk-toast.k-brownout { border-left-color: var(--fk-red); color: var(--fk-red); }
.fk-toast.k-commissionDone { border-left-color: var(--fk-cool); color: var(--fk-cool); }
@keyframes fk-toast-in { from { opacity: 0; transform: translateX(12px); } }
`;
let injected = false;
export function injectStyle(): void {
if (injected) return;
const tag = document.createElement('style');
tag.id = 'fk-ui-style';
tag.textContent = CSS;
document.head.appendChild(tag);
injected = true;
}

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/**
* 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()!);
},
};
}

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/**
* 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 })),
);
},
};
}

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/**
* LANE-UI the house voice.
*
* Register: OSHA-poster deadpan (lore §8). Everything horrifying is labelled like
* routine industrial equipment. Nothing here apologises, explains itself, or uses an
* exclamation mark. The player is an employee who has already read the placard.
*
* All copy in the UI comes from this file so the tone stays in one place.
*/
import type { SimEvent } from '../contracts';
/**
* Flavor lines for the inspector, 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.
*/
const MACHINE_FLAVOR: Record<string, string> = {
'seam-extractor':
'Chews the payload seam and spits raw ore. Do not place hands in the seam. ' +
'The seam has no policy regarding hands.',
belt:
'Moves things. Moving things is the entire job. Back-pressure is a normal ' +
'operating condition and is not a grievance.',
demuxer:
'Cleaves raw ore into luma and chroma. One intake, four chutes, no apologies. ' +
'Contents were never yours.',
quantizer:
'Rounds coefficients to zero. The dial goes to CRIME. Material leaking from the ' +
'seams is HF DUST and is not glitter. Do not lick the machine.',
'mosh-reactor':
'A decoder sealed in a vessel and starved of anchors until it hallucinates. ' +
'The hallucination is the product. Certified vessel. Uncertified hallucination.',
'decode-asic':
'Handles standard profiles only. Cool, efficient, incurious. Generates bandwidth ' +
'by declining to be interesting.',
shipper:
'Composites shipped freight onto THE SCREEN. All deliveries final. ' +
'All sins permanent. Congratulations.',
};
const GENERIC_FLAVOR =
'Industrial equipment. Operates within tolerances. Tolerances not disclosed.';
export function machineFlavor(defId: string): string {
return MACHINE_FLAVOR[defId] ?? GENERIC_FLAVOR;
}
/** 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()}.`;
case 'brownout':
return ev.on
? 'BUFFER UNDERRUN. THIS SECTOR IS NOW A STILL LIFE.'
: 'BUFFER RESTORED. RESUME SINNING.';
case 'commissionDone':
return 'FAX SENT. THE COLLECTOR DOES NOT SAY THANK YOU.';
default:
return null; // shipped/crafted/placed/removed are too frequent to toast
}
}
export const COPY = {
bandwidth: 'BANDWIDTH',
brownout: 'BROWNOUT',
shipped: 'SHIPPED',
paused: 'HALTED',
running: 'RUNNING',
tick: 'TICK',
buildBarTitle: 'REQUISITION',
inspectorEmptyRecipe: 'NO PROCESS ASSIGNED. UNIT IS BEING PAID TO EXIST.',
inspectorInput: 'INTAKE',
inspectorOutput: 'OUTPUT',
inspectorProgress: 'PROCESS',
inspectorJamPrefix: 'FAULT: ',
inspectorClose: 'X',
faxHeader: 'INCOMING FAX',
faxSubheader: 'GLITCH ACQUISITIONS — UNSOLICITED',
faxNoCommission: 'NO ACTIVE COMMISSION. THE FAX MACHINE IS RESTING.',
faxStamp: 'FAX SENT',
/** 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.',
} as const;
/** Direction names for the rotation readout. Dir 0..3 = N,E,S,W clockwise. */
export const DIR_NAME = ['N', 'E', 'S', 'W'] as const;