Vacuum: holding Shift shows the blow-everything mix on the card and in the bag (t19)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-24 11:59:05 -04:00
co-authored by Claude Opus 5.5
parent 52a273b656
commit a95f664f7d
7 changed files with 58 additions and 8 deletions
+1
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@@ -31,6 +31,7 @@ function bagMaterials() { return BAG_ORDER.filter(m => bag[m] > 0); }
function blowList() { return [...GAME.blow]; }
// Shift + right click: an even mix of everything loose in the bag (bars never mix)
function blowAllList() { return bagMaterials().filter(m => PH[m] !== PH_ITEM && (PH[m] !== PH_LIQUID || player.flask)); }
function blowingAll() { return toolId() === 'vacuum' && (GAME.rmb ? !GAME.rmbConsumed && GAME.blowAll : modShift()); }
// Empty materials stay chosen until the player changes the marks.
function ensureBlow() {
if (GAME.blow.size) return;
+1 -1
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@@ -153,7 +153,7 @@ function drawPreviews() {
if (t === 'vacuum') {
// what the right button would blow, next to the cursor; what the left is sucking, while it sucks
const sz = Math.max(6, zp * 1.6), qx = p.x + (r + 1.2) * zp, qy = p.y - (r + 1.2) * zp;
const swatches = GAME.lmb ? GAME.vacFilter >= 0 && GAME.collect.size ? [...GAME.collect] : [] : GAME.rmb && GAME.blowAll ? blowAllList() : blowList();
const swatches = GAME.lmb ? GAME.vacFilter >= 0 && GAME.collect.size ? [...GAME.collect] : [] : blowingAll() ? blowAllList() : blowList();
swatches.slice(0, 4).forEach((m, k) => { ctx.fillStyle = rgbOf(m); ctx.fillRect(qx + k * (sz + 2), qy, sz, sz); });
if (blowing || GAME.lmb) {
// faint line from the nozzle: the path the grains take
+5 -5
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@@ -229,11 +229,11 @@ function renderSelCard() {
+ '<div class="sub"><kbd>Q</kbd>/<kbd>E</kbd> piece · <kbd>Shift</kbd>+<kbd>Q</kbd>/<kbd>E</kbd> tab · <kbd>R</kbd> turn or material · <kbd>F</kbd> material menu · hold <kbd>G</kbd> replace · right click take back · hold <kbd>C</kbd>/<kbd>X</kbd> copy/cut · <kbd>V</kbd> paste · <kbd>Ctrl</kbd>+<kbd>Z</kbd> undo</div>';
} else if (t === 'vacuum') {
ensureBlow();
const list = blowList(), marks = [...GAME.collect];
const all = blowingAll(), list = all ? blowAllList() : blowList(), marks = [...GAME.collect];
const sws = ms => ms.slice(0, 4).map(m => `<span class="sw" title="${esc(MD[m].name)}" style="background:${rgbOf(m)}"></span>`).join('') + (ms.length > 4 ? `+${ms.length - 4}` : '');
const count = list.reduce((n, m) => n + bag[m], 0);
h = `<div class="row vacrow"><b>Pick up</b><button class="chip hot" data-vac-menu>${marks.length ? 'Only marked' : 'Everything'} · F</button>${sws(marks)}</div>
<div class="row vacrow"><b>Blow out</b><kbd>Q</kbd><button class="name grow vacchoice" data-vac-menu>${sws(list)}${list.length > 1 ? `Mix of ${list.length}` : list.length ? esc(MD[list[0]].name) : 'bag empty'}</button><span class="num chip${count ? '' : ' bad'}">${count ? count.toLocaleString('en-US') : 'none left'}</span><kbd>E</kbd></div>
<div class="row vacrow"><b>Blow out</b><kbd>Q</kbd><button class="name grow vacchoice" data-vac-menu>${all ? '' : sws(list)}${all ? list.length ? `Everything · mix of ${list.length}` : 'Everything · nothing loose' : list.length > 1 ? `Mix of ${list.length}` : list.length ? esc(MD[list[0]].name) : 'bag empty'}</button><span class="num chip${count ? '' : ' bad'}">${count ? count.toLocaleString('en-US') : 'none left'}</span><kbd>E</kbd></div>
<div class="sub">Left picks up, right blows out. F chooses what. R marks what is under the cursor. Shift takes or blows everything. <span class="chip">nozzle ${GAME.brush[1]}</span></div>`;
} else if (t === 'ignite') {
h = `<div class="row"><span class="name">Igniter</span><span class="chip hot">up to 640°C</span></div><div class="sub">Hold on fuel to light it. Coal catches around 420°C, wood around 300°C. Fuel needs open air next to it.</div>`;
@@ -248,14 +248,14 @@ function renderBag() {
$('bagbar').firstChild.style.width = pct + '%';
$('bagbar').classList.toggle('full', bagTotal >= cap);
const l = BAG_ORDER.filter(m => bag[m] > 0 || GAME.collect.has(m) || GAME.blow.has(m));
const t = toolId();
const key = l.map(m => m + ':' + bag[m] + (GAME.collect.has(m) ? 'c' : '') + (GAME.blow.has(m) ? 'b' : '')).join(',') + '|' + GAME.wallMat + '|' + GAME.filterCfg.m.join('.') + '|' + t + '|' + GAME.pieceIdx;
const t = toolId(), all = blowingAll(), blowing = all ? blowAllList() : blowList();
const key = l.map(m => m + ':' + bag[m] + (GAME.collect.has(m) ? 'c' : '') + (GAME.blow.has(m) ? 'b' : '')).join(',') + '|' + GAME.wallMat + '|' + GAME.filterCfg.m.join('.') + '|' + t + '|' + GAME.pieceIdx + '|' + all;
if (key === lastBagKey) return;
lastBagKey = key;
const box = $('baglist'); box.innerHTML = '';
if (!l.length) { box.appendChild(el('div', { class: 'empty' }, 'Empty. Break rock with the Drill, then use the Vacuum.')); return; }
for (const m of l) {
const sel = (t === 'vacuum' && GAME.blow.has(m)) || (t === 'build' && m === GAME.wallMat && pieceUsesWall(piece())) || (t === 'build' && piece().filter && GAME.filterCfg.m.includes(m));
const sel = (t === 'vacuum' && blowing.includes(m)) || (t === 'build' && m === GAME.wallMat && pieceUsesWall(piece())) || (t === 'build' && piece().filter && GAME.filterCfg.m.includes(m));
const row = el('div', { class: 'bagrow' + (sel ? ' on' : '') });
if (t === 'vacuum' && GAME.collect.has(m)) row.appendChild(el('span', { class: 'tag', title: 'Marked to pick up', 'aria-label': 'Marked to pick up' }, '⬇'));
const b = el('button', { class: 'pick', title: WALL_OF[m] && t === 'build' ? `Build with ${MD[m].name}` : `Blow out ${MD[m].name}` });