Deepgrain Foundry: move from a claude.ai artifact to a local repository

The game as of artifact version 24, ready for local development with
coding agents.

- Source split from three large files into 52 small ones under src/sim,
  src/render and src/ui, joined in the order in src/manifest.json by
  build.py. The joined code is unchanged apart from comments; every
  headless suite gives the same output, and screenshots in both looks
  are pixel-identical to before.
- Light tidying with no change in behaviour: one movement scan loop,
  shared hazard-stripe and belt shader helpers, unused code removed, a
  shared check helper for the test suites.
- World files can be exported as an ordinary download outside claude.ai.
- Tests: broken old scripts removed, experiments moved to tools/,
  test/run_all.py added. Tools: shot.py (repeatable screenshots),
  where.py, map.py.
- Docs: AGENTS.md, CLAUDE.md, NOTES.md (the owner's to-do inbox),
  docs/PROJECT_MAP.md, DESIGN.md, TESTING.md, systems notes, the
  owner's requests and an agent log.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01K9kLmYADKSEjuwUN3rFxDA
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2026-10-23 16:05:31 -04:00
co-authored by Claude Opus 5.5
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# Testing
There are three layers. Use all three.
1. **Headless suites** (`test/t_*.js`) run the simulation in Node with no browser. They are fast
and deterministic, and they are where most checks live.
2. **Browser tests** (`test/play.py`, `test/t_smooth.py`) drive the real page in headless
Chromium with real key, mouse and gamepad input. They check the UI, saving, the smooth look,
and that the page throws no errors.
3. **Screenshots** (`tools/shot.py`) show what something looks like. Open the PNG and look at it.
Run everything with `python3 test/run_all.py --browser`. It exits non-zero if anything failed and
prints the failing checks.
## Headless suites
Each suite is a plain Node script:
```js
// What this suite covers, in a sentence or two.
const { load, suite, flatWorld, rect, count, ticks } = require('./harness');
const { run } = load(); // loads src/sim/ (the files in src/manifest.json)
const { check, done } = suite();
flatWorld(run, 240, 160, 100); // 240x160 grains, sky above row 100, stone below
run('money = 5000; bot.x = 60; bot.y = 40;');
run('for (let bx = 20; bx < 30; bx++) placeBlock(BP_BELT, 1, bx, 20, true);'); // true: free, no reach check
rect(run, 84, 60, 95, 79, run('SAND'));
ticks(run, 300);
check('sand rides the belt off its end', count(run, run('SAND'), 120, 80, 239, 99) > 100, count(run, run('SAND')));
done(); // prints ALL PASS or N FAILED, sets the exit code
```
- `run(code)` evaluates JavaScript inside the simulation and returns the result. Every top-level
name in `src/sim/` is available. Return plain values (numbers, strings, `JSON.stringify(...)`).
- Harness helpers:
- `flatWorld(run, w, h, ground)`;
- `put(run, x, y, m)`;
- `rect(run, x0, y0, x1, y1, m)`;
- `count(run, m, x0, y0, x1, y1)`;
- `maxTemp(run, ...)`;
- `ticks(run, n)`;
- `dump(run, x0, y0, x1, y1, withTemp)` for an ASCII picture of an area.
- `check(name, ok, detail)`: name the behaviour the player would notice ("a pump moves water
over a wall"). Put the measured numbers in `detail`, so a failure shows how far off it was.
- Coordinates are in grains. Block coordinates (for `placeBlock`, `placeMachineAt`) are grains
divided by 4.
- Errors name the real file and line (`src/sim/pipes.js:42`).
- A new suite named `test/t_<topic>.js` is picked up by `run_all.py` automatically.
**Determinism.** The simulation's randomness comes from seeded generators. The same code and the
same test give the same output every run, apart from lines with timings in ms. To prove a
refactor changed nothing, save every suite's output before and after, and diff them:
```sh
for t in test/t_*.js; do node $t > /tmp/before/$(basename $t).txt; done # before the change
for t in test/t_*.js; do node $t > /tmp/after/$(basename $t).txt; done # after
diff -r /tmp/before /tmp/after
```
## Browser tests
- `test/play.py` (about 2.5 minutes) builds a world through the title screen and plays it with real
input. It checks the tools, building, copy/cut/paste, undo, the build menu, filters, pipes,
the notebook and market, saving and continuing, exporting and importing a world file, the
gamepad and world sizes. Screenshots go to
`shots/play/`. Pixel look by default; `python3 test/play.py shots/play smooth` uses the smooth
look.
- `test/t_smooth.py` checks that the WebGL2 smooth look compiles and draws, that it falls back
to pixels cleanly, and that the thermal lens works.
- Run them one at a time. Two headless browsers at once can starve each other, and
`t_smooth.py`'s half-resolution check then fails. `run_all.py` runs them one after the other.
- Rebuild first (`python3 build.py`). They load `dist/index.html`. `run_all.py --browser`
rebuilds for you.
## Screenshots: tools/shot.py
```sh
python3 tools/shot.py shots/silo.png --setup tools/scenes/clear-sky.js \
--js "$(cat tools/scenes/stone-uses.js)" --ticks 240 --zoom 7 --no-light
```
- It starts a new world, pauses it at once, runs your setup code in the page, runs `--ticks`
simulation steps, then saves the picture. Because the world is paused otherwise, the same
options always give the same picture.
- Setup code can use every game global, plus `SX`, `SY` (the bot's starting position).
`tools/scenes/clear-sky.js` clears a flat work area and sets `FLOOR`, `BX`, `BY` and `CAM`. Set
`CAM = [x, y]` to frame the shot.
- The HUD and the cursor previews are hidden unless you pass `--hud` or `--previews`.
- `--look smooth` for the smooth look. Test in the pixel look unless you are checking graphics.
- `--freeze` draws the last frame at a fixed time and frame count, so animations are caught at
the same moment. Two shots of the same scene then match pixel for pixel, and a before / after
pair differs only where something really changed. A quick comparison with Pillow:
```python
from PIL import Image, ImageChops
a, b = (Image.open(p).convert('RGB') for p in ('before.png', 'after.png'))
print(ImageChops.difference(a, b).getbbox()) # None: identical
```
To compare against an older version, build it somewhere else (for example from a git
worktree) and pass that page with `--page`.
- Page errors are printed with their source file and line, and the exit status is 1.
- Look at the picture. A shot that "ran without errors" can still show the wrong thing.
## Pitfalls
- **WebGL in headless Chromium.** There is no GPU, so the smooth look needs SwiftShader:
launch with `--use-gl=angle --use-angle=swiftshader --enable-unsafe-swiftshader`. Also set
`window.__allowSoftwareGL = true` before the page loads (`add_init_script`); otherwise the game
sees software rendering and switches to the pixel look. `tools/shot.py` does both.
- **Top-level `const` and `let` are not `window` properties.** In the page, `window.SM` is
`undefined` even though `SM` exists. Write `typeof SM !== 'undefined'`, or use the bare name.
Functions declared with `function` are on `window`.
- **Playwright calls a string that evaluates to a function.** `page.evaluate("x = function () {}")`
assigns the function and then calls it. Wrap statements in an arrow function:
`page.evaluate("() => { ... }")`.
- **Starting a world takes a moment.** `startNewWorld(seed, w, h)` generates on a timer. Wait
for `GAME.running === true`. Then remove the welcome card if it is in the way:
`document.querySelectorAll('.card, .toast').forEach(e => e.remove())`.
- **Real-time play is not deterministic.** In the browser the simulation runs as fast as frames
arrive. For repeatable results, pause (`GAME.paused = true`) and call `simTick()` yourself, as
`tools/shot.py` does.
- **World sizes** offered by the game: 2048×1024, 3072×1280, 4096×1536 grains.
- **Rebuild after every source change** before any browser test or screenshot. They all load
`dist/index.html`.
## Measuring
- `tools/perf.py`: renderer and tick times in the browser.
- `tools/experiments/factory_cost.js`: what running factories cost the simulation.
- `tools/experiments/flow.js`: belt and tube throughput in grains a second.
- `tools/experiments/worldgen.js`: material counts and timings of world generation.