Fewer, smaller messages: mold percentages, markers for machine heat, short status lines
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -257,9 +257,9 @@ How belts, filters and screw tubes move what is on or in them. What rests on a b
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Building blocks: placing, integrity, removing, lines and rectangles of blocks.
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- functions: blockOf, blockCellList, pieceCost, canPlaceBlock, placeBlock, blockIntegrity, removeBlock, blockLine, blockRect, blockInReach, blockIs, placeBlocks
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### src/sim/molds.js (328 lines)
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### src/sim/molds.js (319 lines)
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Molds: cavities for castings; ingot troughs empty themselves below. Removal returns set metal.
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- functions: moldCellsAt, canPlaceMold, newMoldRecord, addMold, castMix, cavityState, troughState, clearCavity, moldPlugCells, rakeAbove, furnaceJunkHint, unplugMold, ejectIngot, checkMolds, moldAt, knockNote, tally, collectMold, removeMold
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- functions: moldCellsAt, canPlaceMold, newMoldRecord, addMold, castMix, cavityState, troughState, clearCavity, moldPlugCells, rakeAbove, furnaceJunkHint, unplugMold, ejectIngot, checkMolds, moldAt, tally, collectMold, removeMold
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- variables: DROSS, grains, barWord
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### src/sim/items.js (134 lines)
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@@ -341,13 +341,13 @@ drawWorld: the per-grain pixel buffer (pixel look), also the input of the smooth
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- functions: drawWorld
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- variables: TUBE_CLASS
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### src/render/machines.js (152 lines)
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### src/render/machines.js (157 lines)
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Machine overlays: fans, engines, refiner, cutter, silo and the rest, drawn on top of the world.
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- functions: cellRect, drawHazardRims, drawMachines, drawSilo
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### src/render/overlays.js (230 lines)
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### src/render/overlays.js (228 lines)
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Other overlays: floating text, rain and snow, flow arrows, filter tags, molds, the bot, particles.
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- functions: spawnFloater, drawRain, drawFlowArrows, drawRunOutline, drawFilterTags, drawFloaters, drawMolds, drawBot, spawnDebris, spawnSpark, spawnSuck, drawParticles
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- functions: spawnFloater, drawRain, drawFlowArrows, drawRunOutline, drawFilterTags, drawFloaters, moldLabel, drawMolds, drawBot, spawnDebris, spawnSpark, spawnSuck, drawParticles
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### src/render/smooth.js (430 lines)
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Smooth look: a WebGL2 pass that turns the per-grain buffers drawWorld fills (colour + class, colour behind, trees, occupancy fields, light, glow) into rounded, outlined, softly lit shapes at screen resolution. The 2D canvas then draws this image as its world layer, and every overlay (machines, bot, previews, labels) goes on top as before.
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@@ -402,7 +402,7 @@ The selected tool and piece: R / Q / E, drill width, filter picker, the selectio
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- functions: pieceUsesWall, setDrillWidth, tuneUnderCursor, cycleItem, cycleWall, rotate, toggleCollect, pickFilterUnderCursor, toggleFilterMat, toggleCollectUnderCursor, setBrush, pieceV, pieceExtra, filterChoices, matList, filterParts, filterSentence, applyFilterRun, openFilterPicker, filterBlockAt, chipCost, pieceCostNow, renderSelCard, renderBag
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- variables: lastBagKey
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### src/ui/info.js (167 lines)
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### src/ui/info.js (170 lines)
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Discovery cards, hover info (I) and the cursor label.
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- functions: showCard, howText, discoveryCard, reactionsOf, hoverInfo, renderInfo, drawCursorLabel
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@@ -411,7 +411,7 @@ Keyboard and mouse listeners.
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- functions: isTyping
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- variables: canvas
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### src/ui/actions.js (244 lines)
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### src/ui/actions.js (242 lines)
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What input does: overlays, F, pick, copy / cut / paste, undo, building and tool use each frame. Which overlays are on, shown as a coloured frame round the screen and a named badge
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- functions: updateOverlayUI, toggleLens, doInteract, pickUnderCursor, aimBlock, stampOrigin, selModeHeld, startPaste, stopSelectAndPaste, plural, piecesIn, doUndo, endRmbRecord, dragDirFor, blockLabel, primaryPress, primaryRelease, secondaryPress, toolTick
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- variables: ovShown
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@@ -426,7 +426,7 @@ Previews drawn under the cursor: build ghosts, drill aim and pulses, selections,
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- functions: blockRectPx, drawGrid, previewColor, crackSeg, drawCracks, pulseRGB, fanPoints, drawDrillPulses, drawDrillAim, drawPreviews, drawTag, drawSelection, drawPastePreview
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- variables: CRACK_N, CRACK_LV, SEL_COL
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### src/ui/events.js (50 lines)
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### src/ui/events.js (42 lines)
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Events from the simulation (emit) turned into sounds, toasts and cards.
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- functions: drainEvents
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@@ -469,4 +469,5 @@ The frame loop and boot.
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- `tools/experiments/worldgen.js`: World generation report: time to generate, how many cells of each material, where the bot starts, and what idle ticks and ticks after digging cost.
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- `tools/scenes/belt-heap.js`: A belt feeding an upward screw: sand underneath a deep heap of copper ore. Run clear-sky.js first, e.g. python3 tools/shot.py /tmp/belt-heap.png --setup tools/scenes/clear-sky.js --js "$(cat tools/scenes/belt-heap.js)" --ticks 240 --zoom 7
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- `tools/scenes/clear-sky.js`: A clear work area left of the bot's starting point (the trade dock is to its right): open sky 160 grains wide and 40 tall, over a flat stone floor. Money and a bag of building stuff to build with. Sets FLOOR (the first row of the floor), BX, BY (the leftmost block of the area that stands on the floor) and CAM (the middle of the area).
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- `tools/scenes/mold-labels.js`: Run after clear-sky.js: filling, blocked, set, and hot machinery in one view.
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- `tools/scenes/stone-uses.js`: The stone and sand machines: a half-full silo with its gate open over a belt, a stone cutter fed with rubble, and cut stone and glass brick walls. Run clear-sky.js first, e.g. python3 tools/shot.py /tmp/stone.png --setup tools/scenes/clear-sky.js --js "$(cat tools/scenes/stone-uses.js)" --ticks 240 --zoom 7
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