Shared drag placement; drags snap one block to join a diagonal (t67 phases 3-4)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-27 15:08:37 -04:00
co-authored by Claude Opus 5.5
parent c3f9387b24
commit 72efe85a1b
8 changed files with 97 additions and 20 deletions
+17
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@@ -4,6 +4,23 @@ What agents have done, newest first. Add an entry for every piece of work: the d
note or request it was for, what changed, the files touched, the tests run, and anything left
open or not verified. Keep each entry short; the git history has the details.
## 2026-10-27: t67 phase 3 shared drag placement, and snapping (Claude Code)
- `dragPlan(P, a, b, shift)` in `src/ui/selection.js` gives code, direction, variant, blocks and
a planned map for every block piece. `primaryRelease` and the drag preview both use it (the
duplicated `blockLine(...)` expression and the screw/slope-only planned map are gone).
- Snapping: `joinSnap` in `src/sim/joins.js` moves a line one block up or down when its first
block would not join but would join seamlessly there with a diagonal piece involved, and
every block there is free. Fixes the owner's report that an uphill belt started beside a flat
belt on the same level did not join like screws do: it now snaps up to the seamless join. Also
covers t58's flat belt level with a downhill low end (snaps down) and a diagonal screw started
one block off. Straight beside straight never snaps. `joinIsDrop` (same-row feed into a slope's
low end) is now the one source for the drop, used by snapping and belt drawing.
- Files: `src/sim/joins.js`, `src/ui/selection.js`, `src/ui/actions.js`, `src/ui/previews.js`,
`src/render/slope-belts.js`, `test/t_joins.js`, `test/t_slope_belts.js`.
- Tests: `python3 test/run_all.py --browser` all passed; 9 snap checks plus a real
`primaryRelease` check. Open: phase 4's "doesn't connect" mark is not built yet.
## 2026-10-27: t66 dev console (Claude Code + Codex)
- Backtick opens a dev console in any build. The first time in a world it warns that the save
+5 -9
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@@ -7,24 +7,20 @@ function slopeBeltConnections(bx, by, code, planned = null) {
const join = endJoin(bx, by, end, planned);
if (join < 0) continue;
const nb = join >> 1, next = planned && planned.get(nb);
const pcode = next ? next[0] : blockP[nb];
const slope = isSlopeBelt(pcode) && ((nb / BW) | 0) - by === beltGrade(code) * (nb % BW - bx);
const slope = isSlopeBelt(next ? next[0] : blockP[nb]) &&
((nb / BW) | 0) - by === beltGrade(code) * (nb % BW - bx);
// A same-row feed into a low end drops onto its face: drawn as two capped ends, still joined.
if (!slope && beltDrop(nb, by, beltGrade(code) * (end ? 1 : -1) > 0, pcode, join & 1)) continue;
if (!slope && joinIsDrop(bx, by, end, join, planned)) continue;
joins |= (slope ? 4 : 1) << end;
}
return joins;
}
// Does a same-row join between a piece in row `by` and block nb meet a slope's low end?
function beltDrop(nb, by, ownLow, pcode, pend) {
return ((nb / BW) | 0) === by && (ownLow || beltGrade(pcode) * (pend ? 1 : -1) > 0);
}
function flatBeltCaps(b, planned = null) {
const bx = b % BW, by = (b / BW) | 0;
let caps = 0;
for (let end = 0; end < 2; end++) {
const join = endJoin(bx, by, end, planned), nb = join >> 1, next = planned && planned.get(nb);
if (join < 0 || beltDrop(nb, by, false, next ? next[0] : blockP[nb], join & 1)) caps |= 1 << end;
const join = endJoin(bx, by, end, planned);
if (join < 0 || joinIsDrop(bx, by, end, join, planned)) caps |= 1 << end;
}
return caps;
}
+32
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@@ -71,3 +71,35 @@ function endJoin(bx, by, endIndex, planned = null) {
function pieceJoins(bx, by, planned = null) {
return (endJoin(bx, by, 0, planned) >= 0 ? 1 : 0) | (endJoin(bx, by, 1, planned) >= 0 ? 2 : 0);
}
function endAt(b, end, planned = null) {
const p = planned && planned.get(b);
return pieceEnds(p ? p[0] : blockP[b], p ? p[1] : blockV[b])[end];
}
// A same-row join into a sloped belt's low end: the flat surface is level with the top of the
// slope's first block, so grains drop about 3 grains onto its face. Joined, but not seamless.
function joinIsDrop(bx, by, end, join, planned = null) {
if (join < 0 || (((join >> 1) / BW) | 0) !== by) return false;
const low = e => !!e && e.kind === 'belt-sloped' && e.dy > 0;
return low(endAt(by * BW + bx, end, planned)) || low(endAt(join >> 1, join & 1, planned));
}
// Rows to move a line so its first block joins: 0, -1 or +1. A line that already joins stays
// put; it moves only when one block up or down gives a seamless join involving a diagonal piece
// and every block there is free, so straight lines beside straight lines never jump.
function joinSnap(code, v, cells) {
if (!cells.length) return 0;
const joins = dy => {
const plan = new Map(cells.map(([x, y]) => [(y + dy) * BW + x, [code, v]]));
const x = cells[0][0], y = cells[0][1] + dy, own = pieceEnds(code, v);
for (let end = 0; end < own.length; end++) {
const j = endJoin(x, y, end, plan);
if (j < 0 || plan.has(j >> 1) || joinIsDrop(x, y, end, j, plan)) continue;
return own[end].diagonal || endAt(j >> 1, j & 1, plan).diagonal ? 2 : 1;
}
return 0;
};
if (!pieceEnds(code, v).length || joins(0)) return 0;
for (const dy of [-1, 1]) {
if (cells.every(([x, y]) => canPlaceBlock(x, y + dy, code) === '') && joins(dy) === 2) return dy;
}
return 0;
}
+3 -5
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@@ -166,11 +166,9 @@ function primaryRelease(shift) {
return;
}
if (t === 'build' && GAME.drag) {
const P = piece(), b = aimBlock(), code = pieceCode(P, b);
const list = shift && !lineOnly(code) ? blockRect(GAME.drag.bx, GAME.drag.by, b.bx, b.by) : blockLine(GAME.drag.bx, GAME.drag.by, b.bx, b.by, isWall(code) || isSlopeBelt(code) || code === BP_SCREW);
const dd = dragDirFor(P, GAME.drag, b);
if (dd >= 0) GAME.pieceDir[P.id] = dd;
const v = pieceV(P), ex = pieceExtra(P);
const P = piece(), plan = dragPlan(P, GAME.drag, aimBlock(), shift), { code, v, cells: list } = plan;
if (plan.dd >= 0) GAME.pieceDir[P.id] = plan.dd;
const ex = pieceExtra(P);
// blocks past the bot's reach become ghosts it builds when it gets close, so a line can be any length
const near = list.filter(([bx, by]) => blockInReach(bx, by)), far = list.filter(([bx, by]) => !blockInReach(bx, by));
let ghosts = 0;
+4 -6
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@@ -98,19 +98,17 @@ function drawPreviews() {
if (reachOk && (blowing || GAME.lmb)) drawAirStreaks(ax, ay, p, r, blowing);
}
} else if (t === 'build') {
const P = piece(), b = aimBlock(), code = pieceCode(P, b);
const P = piece(), b = aimBlock(), plan = P.kind === 'block' ? dragPlan(P, GAME.drag, b, modShift()) : null;
const code = plan ? plan.code : pieceCode(P, b);
if (GAME.previewCode !== code) { GAME.previewCode = code; hudDirty = true; }
drawGrid(b.bx, b.by, 9);
let cells = [], col = '120,200,190';
if (P.kind === 'block') {
const v = pieceV(P);
const { v, dd, dir: dIdx, planned } = plan;
col = previewColor(code, v);
cells = GAME.drag ? (modShift() && !lineOnly(code) ? blockRect(GAME.drag.bx, GAME.drag.by, b.bx, b.by) : blockLine(GAME.drag.bx, GAME.drag.by, b.bx, b.by, isWall(code) || isSlopeBelt(code) || code === BP_SCREW)) : [[b.bx, b.by]];
const dd = GAME.drag ? dragDirFor(P, GAME.drag, b) : -1;
cells = plan.cells;
if (dd !== GAME.dragDir) { GAME.dragDir = dd; hudDirty = true; }
const dIdx = dd >= 0 ? dd : (GAME.pieceDir[P.id] || 0);
const afford = canAfford(pieceCostNow(P), cells.length);
const planned = code === BP_SCREW || isSlopeBelt(code) ? new Map(cells.map(([x, y]) => [y * BW + x, [code, isFilter(code) ? v : dIdx]])) : null;
for (const [bx, by] of cells) {
const err = canPlaceBlock(bx, by, code), rb = by * BW + bx;
const swap = GAME.replace && !!blockP[rb] && /already built/.test(err) && !blockIs(rb, code, v, pieceExtra(P));
+11
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@@ -87,6 +87,17 @@ function pieceV(P) {
if (P.filter) return filterVariant(pieceCode(P), (GAME.pieceDir[P.id] || 0) << 7);
return GAME.pieceDir[P.id] || 0;
}
// One drag for the build tool and its preview: code, direction, variant, blocks, and the planned
// blocks the join rule sees. A line that joins one block up or down snaps there (joinSnap).
function dragPlan(P, a, b, shift) {
const code = pieceCode(P, b), dd = a ? dragDirFor(P, a, b) : -1, dir = dd >= 0 ? dd : (GAME.pieceDir[P.id] || 0);
const v = isWall(P.code) ? GAME.wallMat : P.filter ? filterVariant(code, dir << 7) : dir;
let cells = !a ? [[b.bx, b.by]] : shift && !lineOnly(code) ? blockRect(a.bx, a.by, b.bx, b.by)
: blockLine(a.bx, a.by, b.bx, b.by, isWall(code) || isSlopeBelt(code) || code === BP_SCREW);
const snap = lineOnly(code) ? joinSnap(code, v, cells) : 0;
if (snap) cells = cells.map(([x, y]) => [x, y + snap]);
return { code, dd, dir, v, cells, snap, planned: new Map(cells.map(([x, y]) => [y * BW + x, [code, v]])) };
}
function pieceExtra(P) { return P.filter ? { m: GAME.filterCfg.m.slice(), inv: GAME.filterCfg.inv } : undefined; }
function filterBlockAt(x, y) { if (x < 0 || y < 0 || x >= W || y >= H) return -1; const b = ((y / BS) | 0) * BW + ((x / BS) | 0); return isFilter(blockP[b]) ? b : -1; }
function chipCost(cost) { const ok = canAfford(cost, 1); return `<span class="chip ${ok ? 'ok' : 'bad'}">${esc(costText(cost, 1))}</span>`; }
+20
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@@ -167,4 +167,24 @@ for(const grade of [-1,1])for(const below of [false,true]) {
})()`);
check(`grade ${grade} belt low end accepts sand from ${below?'below':'same row'} and carries it up`,r[0]&&r[1],r);
}
// Snapping (t67 phase 4): a drag moves one block up or down only to make a seamless join
// involving a diagonal piece, and only when every block there is free.
const snap = (setup, code, v, cells) => { flatWorld(run, 96, 96, 92); return run(`(()=>{${setup};return joinSnap(${code},${v},${JSON.stringify(cells)});})()`); };
check('an uphill belt started beside a flat belt on the same level snaps up one to join seamlessly',
snap('placeBlock(BP_BELT,1,10,10,true)', 'BP_BELT_UP', 1, [[11,10],[12,9],[13,8]]) === -1);
check('the snapped uphill belt then joins the flat belt',
run('(()=>{placeBlocks(BP_BELT_UP,1,[[11,9],[12,8],[13,7]]);return endJoin(10,10,1)===(9*BW+11)*2+0||endJoin(11,9,0)>=0;})()'));
check('an uphill belt already one block up stays put',
snap('placeBlock(BP_BELT,1,10,10,true)', 'BP_BELT_UP', 1, [[11,9],[12,8]]) === 0);
check('no snap when a block above is taken; the same-row drop join stays',
snap('placeBlock(BP_BELT,1,10,10,true);placeBlock(BP_WALL,RSTONE,12,8,true)', 'BP_BELT_UP', 1, [[11,10],[12,9]]) === 0);
check('a flat belt beside another flat belt one row off never jumps',
snap('placeBlock(BP_BELT,1,10,10,true)', 'BP_BELT', 1, [[11,11],[12,11],[13,11]]) === 0);
check('a flat belt started level with a downhill belt low end snaps down one (t58)',
snap('placeBlock(BP_BELT_DOWN,1,10,10,true);placeBlock(BP_BELT_DOWN,1,11,11,true)', 'BP_BELT', 1, [[12,11],[13,11]]) === 1);
check('a downhill screw started one block right and one lower than a screw end snaps up to the same row',
snap('placeBlock(BP_SCREW,1,10,10,true)', 'BP_SCREW', 5, [[11,11],[12,12]]) === -1);
check('a screw that already joins stays put',
snap('placeBlock(BP_SCREW,1,10,10,true)', 'BP_SCREW', 5, [[11,10],[12,11]]) === 0);
check('pieces with no join ends never snap', snap('', 'BP_PIPE', 0, [[11,10]]) === 0);
done();
+5
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@@ -219,6 +219,11 @@ for(const id of ['belt','filter'])for(const [dx,dy] of [[3,-3],[3,3],[-3,3],[-3,
check(`${id} a single replacement keeps the selected direction`,run(`blockP[${20+dy}*BW+${20+dx}]===${c} && blockV[${20+dy}*BW+${20+dx}]===${id==='filter'?v:1-v}`));
}
// The owner's drag: a flat belt, then an uphill drag started beside its end on the same level,
// snaps up one block through the real release so the two join seamlessly.
fresh();
run("globalThis.piece=()=>PIECE_BY_ID.belt;placeBlock(BP_BELT,1,19,20,true);GAME.drag={bx:20,by:20};GAME.aim={x:23*4,y:17*4};bot.x=80;bot.y=80;primaryRelease(false);");
check('uphill drag beside a flat belt end snaps up one and joins it', run('blockP[20*BW+20]===0 && blockP[19*BW+20]===BP_BELT_UP && blockP[16*BW+23]===BP_BELT_UP && endJoin(19,20,1)>=0 && !joinIsDrop(19,20,1,endJoin(19,20,1))'));
// Middle click on the belt band you see, even where it is drawn into the empty block next door.
fresh();
const band=run(`(()=>{globalThis.R=globalThis.R||{smoothOn:false};