Rename screw tubes to screw conveyors (t44)

Player text says Screw conveyor; code uses screw (BP_SCREW, piece id
screw, screwIntake...). No compatibility code for old saves or
blueprints. Suite outputs match before and after apart from names.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-26 18:59:13 -04:00
co-authored by Claude Opus 5.5
parent 5e7069d637
commit 1f8a89db6a
45 changed files with 351 additions and 327 deletions
+4 -4
View File
@@ -21,7 +21,7 @@ run(`
placeBlock(BP_WALL, RSTONE, 29, by, true);
}
placeBlock(BP_BELT, 1, 12, 30, true);
placeBlock(BP_TUBE, 0, 14, 30, true);
placeBlock(BP_SCREW, 0, 14, 30, true);
addMachine('silo', 18, 30, 0);
addMold('bit', 24, 30, RSTONE, true);
for (let y = 80; y < 88; y++) for (let x = 180; x < 280; x++) setCell(y * W + x, STONE, AMB[y], F_NAT);
@@ -37,7 +37,7 @@ for (const mode of ['full', 'fast']) {
check(`${mode} ${channel}: natural overhang still shades`, rock < open * 0.95, `${rock} / ${open}`);
}
// Directly check transmission as daylight can hide an opaque piece in the open.
for (const [name, x, y] of [['wall', 32, 120], ['belt', 48, 120], ['tube', 56, 120], ['machine', 72, 120], ['mold', 96, 120]]) {
for (const [name, x, y] of [['wall', 32, 120], ['belt', 48, 120], ['screw', 56, 120], ['machine', 72, 120], ['mold', 96, 120]]) {
const a = run(`lightAt(R.latt, ${x}, ${y})`);
check(`${mode}: ${name} transmits like air`, Math.abs(a - Math.pow(0.978, mode === 'fast' ? 4 : 2)) < 1e-6, a);
}
@@ -99,8 +99,8 @@ for (const [name, support, depth, gap, expected] of [
['natural ledge', 'mat[i] = STONE; flags[i] = F_NAT', 3, '', false],
['deep natural heap', 'mat[i] = SAND; flags[i] = F_NAT', 13, '', false],
['wall floor', 'mat[i] = STONE', 3, '', true],
['tube', 'part[i] = P_TR', 3, '', true],
['loaded tube', 'mat[i] = SAND; part[i] = P_TR', 3, '', true],
['screw', 'part[i] = P_SCREW_R', 3, '', true],
['loaded screw', 'mat[i] = SAND; part[i] = P_SCREW_R', 3, '', true],
]) {
run(`
for (let y = 40; y <= 53; y++) { const i = y * W + 300; mat[i] = SAND; part[i] = 0; flags[i] = 0; }