Brick press: clay lumps into green bricks that fire into Bricks (t28)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -4,7 +4,7 @@ const BUILD_CATS = [
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['Structure', ['wall', 'grate', 'gate']],
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['Moving', ['belt', 'filter', 'tube']],
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['Liquids', ['pipe', 'pump', 'outlet']],
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['Machines', ['fan', 'grinder', 'saw', 'silo']],
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['Machines', ['fan', 'grinder', 'saw', 'press', 'silo']],
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['Molds', ['ingotmold', 'bitmold', 'tankmold']],
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];
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const BUILD_ORDER = BUILD_CATS.flatMap(c => c[1]);
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@@ -20,6 +20,7 @@ const PIECE_ICONS = {
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outlet: '<path d="M2 7h12a4 4 0 0 1 4 4v3"/><path d="M2 11h10a2 2 0 0 1 2 2v1"/><path d="M15 18v1.5M18 20v1.5M12 20v1.5"/>',
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fan: '<circle cx="12" cy="12" r="1.8"/><path d="M12 10.2c-.4-3.6 1.8-6 4-4.8 2 1.2.4 3.8-4 4.8zM13.8 12c3.6-.4 6 1.8 4.8 4-1.2 2-3.8.4-4.8-4zM12 13.8c.4 3.6-1.8 6-4 4.8-2-1.2-.4-3.8 4-4.8zM10.2 12c-3.6.4-6-1.8-4.8-4 1.2-2 3.8-.4 4.8 4z"/>',
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grinder: '<path d="M3 4h18l-5 7H8z"/><circle cx="9" cy="15.5" r="2.8"/><circle cx="15" cy="15.5" r="2.8"/><path d="M12 20v2"/>',
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press: '<path d="M5 3h14l-3 5H8zM12 8v5M5 13h14v3H5z"/><rect x="8" y="18" width="8" height="3"/>',
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saw: '<path d="M5 3h14l-3 5H8z"/><circle cx="12" cy="15" r="5"/><circle cx="12" cy="15" r="1.2"/><path d="M12 9.2v1.6M17.8 15h-1.6M12 20.8v-1.6M6.2 15h1.6"/>',
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silo: '<path d="M6 5.5h12v11H6z"/><path d="M6 5.5l1-2h10l1 2M6 16.5l4 3h4l4-3M7 16.5v5M17 16.5v5"/><path d="M15.5 8v6"/>',
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ingotmold: '<path d="M3 9h18l-2 7H5z"/><path d="M9.2 9l.8 7M14.8 9l-.8 7"/>',
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+4
-3
@@ -32,6 +32,7 @@ function howText(e) {
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case 'alloy': return `${F} melted into molten copper and the two mixed.`;
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case 'char': return `${F} got hot with no air to burn in, and charred.`;
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case 'refine': return `Ground out of ${f}.`;
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case 'press': return `Pressed from ${f} by a Brick press.`;
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case 'cut': return `Cut from ${f} by a saw.`;
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default: return '';
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}
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@@ -92,9 +93,9 @@ function hoverInfo(ax, ay) {
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if (mm.type === 'fan') { t2.push(mm.on ? 'on' : 'off · press F'); if (mm.hot > 760) { t2.push(`${mm.hot}°C · melts at 1085°C`); warn = 'too hot'; } }
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if (mm.type === 'silo') t2.push(mm.sn ? `holds ${mm.sn.toLocaleString('en-US')} / ${SILO_CAP.toLocaleString('en-US')} ${MD[mm.sm].name.toLowerCase()}` : `empty (holds ${SILO_CAP.toLocaleString('en-US')} grains of one material)`, mm.open ? 'gate open · F shuts it' : 'gate shut · F opens it');
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} else if (isProcCode(b)) {
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const s = procState.get((ay >> 2) * BW + (ax >> 2)), saw = b === BP_SAW;
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t1 = saw ? 'Saw' : 'Grinder';
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t2.push(s && s.blocked ? saw ? 'stopped: no room underneath; a belt there carries them away' : 'stopped: clear the space under it' : s && tick - s.busyT < 30 ? saw ? 'cutting' : 'grinding' : saw ? 'idle: drop stone rubble or wood chunks on top' : 'idle: drop rubble, gravel, sand or dirt on top', saw ? `${(stats.bricks || 0).toLocaleString('en-US')} stone blocks, ${(stats.planks || 0).toLocaleString('en-US')} planks cut` : `${(stats.refined || 0).toLocaleString('en-US')} ground, ${(stats.refinedOre || 0).toLocaleString('en-US')} ore found`);
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const s = procState.get((ay >> 2) * BW + (ax >> 2)), saw = b === BP_SAW, press = b === BP_PRESS;
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t1 = press ? 'Brick press' : saw ? 'Saw' : 'Grinder';
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t2.push(s && s.blocked ? saw || press ? 'stopped: no room underneath; a belt there carries them away' : 'stopped: clear the space under it' : s && tick - s.busyT < 30 ? press ? 'pressing' : saw ? 'cutting' : 'grinding' : press ? 'idle: drop clay lumps on top' : saw ? 'idle: drop stone rubble or wood chunks on top' : 'idle: drop rubble, gravel, sand or dirt on top', press ? `${stats.pressed || 0} green bricks pressed` : saw ? `${(stats.bricks || 0).toLocaleString('en-US')} stone blocks, ${(stats.planks || 0).toLocaleString('en-US')} planks cut` : `${(stats.refined || 0).toLocaleString('en-US')} ground, ${(stats.refinedOre || 0).toLocaleString('en-US')} ore found`);
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} else if (p === P_FILTER) {
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const fb = ((ay / BS) | 0) * BW + ((ax / BS) | 0), pr = filterParts(filterInfo(fb)), ar = blockV[fb] & 128 ? '→' : '←';
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t1 = 'Filter ' + ar; t2.push(`drops ${pr.drops}`, `carries ${pr.rides} ${ar}`, 'F to change · I shows all');
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+3
-3
@@ -27,7 +27,7 @@ function renderNotebook() {
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renderMarketTab(body);
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} else if (nbTab === 'Materials') {
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let rows = '', unknown = 0;
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const list = [DIRT, LDIRT, STONE, RSTONE, BARSB, PLANK, CLAY, LCLAY, WOOD, LWOOD, ACORN, CHARCOAL, SNOW, ICE, COALV, COAL, CUV, CUORE, FEV, FEORE, SAND, GRAVEL, GRANITE, RGRAN, BASALT, RBAS,
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const list = [DIRT, LDIRT, STONE, RSTONE, BARSB, PLANK, GREENB, BARBR, CLAY, LCLAY, WOOD, LWOOD, ACORN, CHARCOAL, SNOW, ICE, COALV, COAL, CUV, CUORE, FEV, FEORE, SAND, GRAVEL, GRANITE, RGRAN, BASALT, RBAS,
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BRICK, RBRICK, GLASS, CULLET, COPPER, SCRCU, BARCU, IRON, SCRFE, BARFE, STEEL, SCRST, BARST, ASH, SLAG, MSLAG, WATER, STEAM, MAGMA, MCU, MFE, MST, MGL, FIRE, SMOKE, SNV, SNORE, TIN, MSN, SCRSN, BARSN, ZNV, ZNORE, ZINC, MZN, SCRZN, BARZN, AGV, AGORE, SILVER, MAG, SCRAG, BARAG, AUV, AUORE, GOLD, MAU, SCRAU, BARAU, BRONZE, MBZ, SCRBZ, BARBZ, BRASS, MBS, SCRBS, BARBS];
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for (const m of list) {
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if (!seen[m]) { unknown++; continue; }
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@@ -58,7 +58,7 @@ function orderName(o) { return `${o.who ? o.who + ': ' : ''}${o.qty.toLocaleStri
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function orderLeft(o) { return Math.max(0, o.due - tick); }
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const MARKET_GROUPS = [
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['Raw', [COAL, LWOOD, ACORN, SAND, LCLAY, RGRAN, RBAS, CUORE, FEORE, SNORE, ZNORE]],
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['Bulk (builders)', [RSTONE, GRAVEL, BARSB, PLANK]],
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['Bulk (builders)', [RSTONE, GRAVEL, BARSB, PLANK, GREENB, BARBR]],
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['Refined', [CHARCOAL, RBRICK, CULLET, BARGL, SCRCU, SCRFE, SCRST, SCRSN, SCRZN, BARCU, BARSN, BARZN, BARFE, BARST]],
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['Alloys', [SCRBZ, SCRBS, BARBZ, BARBS]],
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['Precious', [AGORE, AUORE, SCRAG, SCRAU, BARAG, BARAU]],
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@@ -182,7 +182,7 @@ function controlsHtml() {
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const tools = [
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['1 Resonance drill', 'Hold left click to send pulses from the bot toward the cursor: rock they shake hard enough shatters and falls as rubble, ore, coal or scrap, and trees come apart into wood chunks and acorns. Q and E set the pulse width: narrow bores a tunnel fast, wide clears a big cone slowly, medium is in between. R over a material tunes the drill to it, so only that shatters (great for pulling a vein out of the rock); R again untunes. Built blocks are never harmed. Better bits dig harder rock, faster and further.'],
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['2 Pneumatic nozzle', "Left drag picks up the selection, or what you click if nothing is selected. Right click blows the selection. Click a bag name or Q/E selects one; Ctrl+click mixes. Hold Ctrl to see everything found. Clear removes the selection. Bars blow alone. Blowing out the last of a material deselects it. Shift while not flying takes everything; Shift + right click blows everything loose in the bag."],
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['3 Build', 'Places pieces on a grid of 4×4 blocks: wall blocks, belts, tubes, filters, grates, gates, pipes, pumps, outlets, Grinders and Saws, machines (fans and silos) and molds. Drag for a line, hold Shift while dragging for a filled rectangle. Right click takes a piece back. Your bot flies through anything you build.'],
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['3 Build', 'Places pieces on a grid of 4×4 blocks: wall blocks, belts, tubes, filters, grates, gates, pipes, pumps, outlets, Grinders, Saws and Brick presses, machines (fans and silos) and molds. Drag for a line, hold Shift while dragging for a filled rectangle. Right click takes a piece back. Your bot flies through anything you build.'],
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['4 Igniter', 'Heats a small spot to 640°C, and its flame reaches a few grains into a pile. Enough to light coal and wood that touch air.'],
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['Copy, cut and paste', 'Hold C (copy) or X (cut) and drag a box over what you built; let go and it is picked up, ready to paste. Cut takes it down and refunds it to your bag. Click to place ghosts: your bot builds them from your bag when it is close. R flips, V pastes again, right click or Esc stops. Ctrl+Z undoes building. The notebook (B) keeps saved blueprints and a few starter designs.'],
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];
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+1
-1
@@ -34,7 +34,7 @@ const ICONS = {
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ignite: '<svg viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="1.8" stroke-linejoin="round"><path d="M12 21c-4 0-6-2.6-6-5.6 0-3.4 3-5 3.6-8.4C12.5 9 14 11 14 13c1-.6 1.6-1.8 1.6-3 2 1.6 2.4 3.6 2.4 5.4 0 3-2 5.6-6 5.6z"/></svg>',
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blueprint: '<svg viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="1.8"><rect x="3" y="3" width="11" height="11" rx="1" stroke-dasharray="2.5 2"/><rect x="10" y="10" width="11" height="11" rx="1"/></svg>',
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};
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const BAG_ORDER = [BARAU, BARAG, BARBZ, BARBS, BARST, BARFE, BARCU, BARSN, BARZN, BARGL, BARSB, PLANK, AUORE, AGORE, ZNORE, SNORE, RSTONE, LCLAY, RBRICK, LDIRT, LWOOD, ACORN, COAL, CHARCOAL, CUORE, FEORE, SAND, GRAVEL, RGRAN, RBAS, CULLET,
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const BAG_ORDER = [BARAU, BARAG, BARBZ, BARBS, BARST, BARFE, BARCU, BARSN, BARZN, BARGL, BARSB, PLANK, GREENB, BARBR, AUORE, AGORE, ZNORE, SNORE, RSTONE, LCLAY, RBRICK, LDIRT, LWOOD, ACORN, COAL, CHARCOAL, CUORE, FEORE, SAND, GRAVEL, RGRAN, RBAS, CULLET,
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SCRCU, SCRFE, SCRST, SCRSN, SCRZN, SCRAG, SCRAU, SCRBZ, SCRBS, ASH, SLAG, SNOW, WATER, MAGMA, MCU, MFE, MST, MGL, MSN, MZN, MAG, MAU, MBZ, MBS];
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const GAME = {
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ctrl: false,
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