Shipped/verified list, and the honest parts: click-to-inspect is blocked on reaching renderer.pickTile, 12 of 21 machines have no hotkey, and the lane has no DOM test env. Four contract requests (pickTile, MachineDef .color, MachineDef.flavor, jsdom) and a build-bar paging proposal. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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LANE-UI — HUD, build tools, and the voice of the game
You are an Opus 4.8 executor on the UI lane of FKTRY. Read ../MASTERPLAN.md and
../CONTRACTS.md first; the world bible is ../../docs/FKTRY_LORE.md. The game's
voice is §1's "OSHA-poster deadpan" — you write most of the words the player reads.
Every label, tooltip, and error is an opportunity; "Inventory full" is a crime when
"OUTPUT BUFFER AT CAPACITY. THIS IS A YOU PROBLEM." is available.
Mission: everything DOM. Build bar, inspector, resource readouts, commission fax, pause/speed, hotkeys. Plain TypeScript + DOM — no framework, no CSS libs.
Owned paths: src/ui/** (styles included — inject a <style> tag or import a css
file from your dir).
Never touch: contracts, main.ts, other lanes. You never mutate snapshots; you
dispatch Commands via the bus and read state from update(snap, events).
Standing rules (all rounds):
#uiroot haspointer-events:none; every interactive child you create re-enables it. Clicks must fall through to the game world everywhere else — test this.- Keyboard map lives in one file (
hotkeys.ts) — it will grow. - Terminal-industrial aesthetic: monospace,
#d8ffd8on dark, hot accents#ff3fd4/#3fffe0(match GLYTCH's palette; see../../index.htmlfor reference). No rounded corners. This is machinery, not a startup.
CURRENT ORDERS — Round 1 (goal: milestone M1 "FLOW")
Replace the stub in src/ui/index.ts:
- Build bar (bottom center): one button per machine in
GameData.machines(icon = colored square from placeholder color + name), hotkeys 1-9. Click/hotkey selects for placement → setsbus._sel(see main.ts){def, dir};Rrotates the pending dir;Esc/right-click clears selection. Selected button shows hot state. - Top strip: bandwidth meter (gen vs draw bar that goes amber near 100%, red +
"BROWNOUT" flash when over), shipped-total ticker, tick/paused indicator.
Spacetoggles pause (dispatchsetPaused). - Inspector (click an entity with nothing selected to build): panel showing
machine name, codex flavor line (hard-code a lookup of 1-liners per machine for
now — request codex excerpts in data via NOTES if you want them properly), recipe
with input/output item chips + live buffer counts, progress bar, jam reason in
amber. Close with Esc. (Selecting an entity: you'll need the hovered tile — reuse
renderer.pickTilevia apointerdownlistener on#ui's capture phase or request a cleaner hook via CONTRACT REQUEST if this fights main.ts's handler; a pragmatic v1 is fine.) - Commission fax (top right, under THE SCREEN): the active commission's flavor
text on a fax-paper styled card,
wantsas item chips with progress3/40, satisfying it plays an aggressively mundane "FAX SENT" stamp animation oncommissionDone. - Event toasts (bottom right):
jammed,brownout,commissionDonebecome small toast lines in the house voice, max 4 on screen, 6s TTL.
Definition of done: full M1 chain placeable entirely with mouse + hotkeys, no
console needed; brownout is legible from the top strip alone; fax completes when melt
ships. npm run check clean, no console errors, pointer fall-through verified.
NOTES written.
NOTES (append-only log, newest at bottom)
### 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).
- 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.
- Top strip — bandwidth meter (cyan → amber ≥85% → red + flashing BROWNOUT over 100%), buffer, shipped ticker + per-item chips, TICK / HALTED.
- Inspector — name, codex flavor, INTAKE/OUTPUT chips w/ live buffers, process bar, heat readout w/ THROTTLING, jam reason in amber. Esc or X closes.
- Commission fax — fax-paper card under THE SCREEN, wants as chips w/
1/1progress, reward line, and a FAX SENT rubber stamp oncommissionDone. - 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.tsso 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, andUIBushas onlydispatch/selectedBuild— so the UI cannot reachrenderer.pickTile, which is the only thing that knows the camera. LANE-RENDER has a workingpickTilethis round; I just can't call it.pick.tsopportunistically probeswindow.__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. Nojsdom/happy-dominstalled 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. ?uifixtureis 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: spacedelivers an emptyevent.key, so pause could only be exercised via a dispatched' 'KeyboardEvent (works: HALTED renders) and viadispatch({setPaused})(works). Real spacebar sends' 'per spec; the handler matches that.
CONTRACT REQUEST:
UIBus.pickTile(clientX, clientY): Vec2 | null(or pass theRenderertoui.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.MachineDef.color: string— why:ItemDefhascolor,MachineDefdoesn'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 nowpalette.tsand 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.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.jsdom(orhappy-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 []).