Silo contents at a glance (t38); drill aimed past its reach stays calm (t41)

Silos show a wide fill window in the material's colour in both looks,
and the cursor label names the contents anywhere over the outline.
Aiming the drill beyond its reach keeps normal colours, marks where the
pulse stops, and drops the red circle and the out-of-reach toast.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-26 18:40:05 -04:00
co-authored by Claude Opus 5.5
parent 9bc5a6c3af
commit b74a9173eb
12 changed files with 197 additions and 44 deletions
+30
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@@ -4,6 +4,36 @@ 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.
## 2026-10-26: t38: show silo contents at the cursor and in a wide window (Codex)
- `src/ui/info.js`: contents were confined to the bottom info plate (hidden below 720 px),
omitted from cursor labels, and cone gaps lacked mach ownership. Hover now resolves the
full 12x24 outline and shows contents beside the cursor; physical footprints stay unchanged.
- `src/render/machines.js`: shared framed three-grain window in both looks, fixed pixel grain
noise, visible near-empty row, lifted dark fuel colours, and stencils fitted beside the glass.
`tools/scenes/silo.js` adds snow and one grain of coal. All 31 accepted powders checked.
- `test/t_silo_contents.js`: 5 checks confirm snow intake, identity, water accounting, warm
storage and release. `test/play.py` checks hover/label at five outline points empty/filled,
narrow HUD, fill pixels at zooms 2-12 and stable drawing for all powders in both looks.
- Opened and inspected `shots/t38-silos-{pixel,smooth}-z{2,4,8}.png`. Updated t38 and DESIGN;
regenerated PROJECT_MAP. Final `python3 test/run_all.py --browser`: ALL PASSED (26 headless
suites, 352 play checks, 15 smooth checks). Task moved to Review; owner playtest remains.
## 2026-10-26: t41: distant resonance-drill aim is normal (Codex)
- `src/ui/preview-drill.js`, `previews.js`: keep tuned fan and light crosshair, add a solid far
edge in pulse colour, remove the drill-only red reach circle. `info.js` omits drill distance
warnings; other tools retain their warning, including beside silo contents.
- `src/sim/drill.js`: removed only the distance status; too-hard/cannot-be-drilled wording and
`toolDig` are unchanged. Notebook drill text remains accurate; gamepad code untouched.
- `test/t_drill.js`: new distance regression failed before fix, now passes; two former warning
expectations updated intentionally. `test/play.py`: held mouse aim makes no toast/warning,
hard granite still toasts, no red reach circle, gamepad aim stays within reach.
- Opened and inspected `shots/t41-drill-beyond-reach.png`. Focused browser checks pass.
Initial full browser run exposed test timing/paused-input fixture mistakes, corrected without
changing gameplay. Final `python3 test/run_all.py --browser`: ALL PASSED (26 headless
suites, 352 play checks, 15 smooth checks). Updated t41 and DESIGN; moved to Review. No commit.
## 2026-10-26: t39: seal touching square-block corners (Codex)
- `cells.js`: six inline checks reject diagonal moves between two PH_SOLID neighbours, with