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:
2026-10-24 16:55:54 -04:00
co-authored by Claude Opus 5.5
parent b76f4516b7
commit c7256557bb
19 changed files with 102 additions and 40 deletions
+12
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@@ -225,6 +225,18 @@ above, including:
machines (Grinder 0.25 grains/tick, $60; Saw 0.5, $90). In a vertical stack only the top block machines (Grinder 0.25 grains/tick, $60; Saw 0.5, $90). In a vertical stack only the top block
takes input and the result passes down through the rest, so a Saw on a Grinder cuts stone and takes input and the result passes down through the rest, so a Saw on a Grinder cuts stone and
grinds everything else. Partial brick counts are not saved. grinds everything else. Partial brick counts are not saved.
After the owner played it: the Refiner and Stone cutter code is gone (an old save that still has
one loads without it and refunds its price). Grinders draw as a pair of grinding wheels and
Saws as a round blade, turning while busy. The Saw also cuts wood chunks into Planks (2 build a
wood wall). Its stone output is now called a Stone block, so that only fired clay is a brick.
Items piling up under a block stay a thing to build around (a belt or an open drop), and the
Saw's text says so.
- **Clay bricks come from a Brick press (t28, 2026-10-24).** A hopper block like the Saw: every
8 clay lumps on top become a Green brick below, and a Green brick fires into a Brick above about
900°C (any fire). 2 Bricks build a brick wall block; builders order them. The owner found it odd
that clay bricks (first planned as a mold) and stone bricks would be made in different ways, and
chose a press over a heated kiln block or a mold. Loose clay still fires into brick rubble.
- **The bag is the vacuum's control panel (t6).** Each bag row has separate pick-up and blow - **The bag is the vacuum's control panel (t6).** Each bag row has separate pick-up and blow
marks; a chip on the tool card sets pick-up to everything, only marked, or the same as the marks; a chip on the tool card sets pick-up to everything, only marked, or the same as the
first click; R over a grain toggles its pick-up mark. The owner found the shared ticks confusing. first click; R over a grain toggles its pick-up mark. The owner found the shared ticks confusing.
+9 -9
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@@ -196,15 +196,15 @@ Deepgrain Foundry: simulation core (src/sim/). No DOM anywhere in src/sim/: plai
- functions: rnd, mulberry32, hash2 - functions: rnd, mulberry32, hash2
- variables: RS, PH_EMPTY, PH_SOLID, PH_POWDER, PH_LIQUID, PH_GAS, PH_ITEM - variables: RS, PH_EMPTY, PH_SOLID, PH_POWDER, PH_LIQUID, PH_GAS, PH_ITEM
### src/sim/materials.js (162 lines) ### src/sim/materials.js (167 lines)
Material ids, the material table (def), per-material property arrays, cell flags and part ids, and drill/tank tiers. Material ids, the material table (def), per-material property arrays, cell flags and part ids, and drill/tank tiers.
- functions: def, metalFamily - functions: def, metalFamily
- variables: EMPTY, GRASS, DIRT, LDIRT, SAND, GRAVEL, CLAY, STONE, GRANITE, BASALT, NMAT, MD, PH, DENS, KC, ICAP, CASTMETAL, METAL_TIER, SOLIDMETAL, F_NAT, F_CAST, F_BURN, P_NONE, P_TU, P_TD, P_TL, P_TR, P_GRATE, P_GOPEN, P_WHEEL, P_INTAKE, P_FILTER, P_PIPE, TDX, TDY, BIT_TIERS, TANK_TIERS, REACH - variables: EMPTY, GRASS, DIRT, LDIRT, SAND, GRAVEL, CLAY, STONE, GRANITE, BASALT, NMAT, MD, FIRETO, PH, DENS, KC, ICAP, CASTMETAL, METAL_TIER, SOLIDMETAL, F_NAT, F_CAST, F_BURN, P_NONE, P_TU, P_TD, P_TL, P_TR, P_GRATE, P_GOPEN, P_WHEEL, P_INTAKE, P_FILTER, P_PIPE, TDX, TDY, BIT_TIERS, TANK_TIERS, REACH
### src/sim/pieces.js (139 lines) ### src/sim/pieces.js (141 lines)
Everything the player can build (PIECES): blocks, machines and molds, with costs and descriptions; filter settings; wall materials and their cost. Everything the player can build (PIECES): blocks, machines and molds, with costs and descriptions; filter settings; wall materials and their cost.
- functions: isPipeCode, filterable, cleanFilterCfg, filterRec, filterPassAt, filterInfo, sameFilter, wallCost - functions: isPipeCode, filterable, cleanFilterCfg, filterRec, filterPassAt, filterInfo, sameFilter, wallCost
- variables: BS, BP_WALL, BP_BELT, BP_TUBE, BP_SHAFT, BP_GRATE, BP_GATE, BP_FILTER, BP_PIPE, BP_PUMP, BP_OUTLET, BP_GRIND, BP_SAW, filterCfg, WALL_OF, WALL_LIST, BAR_OF, GRAINS_PER_BAR, POWER_FREE, CASH, PIECES, PIECE_BY_ID, PIECE_BY_CODE, BELT_POWER, TUBE_POWER, FAN_POWER, WHEEL_K, ENGINE_K, MOLDS - variables: BS, BP_WALL, BP_BELT, BP_TUBE, BP_SHAFT, BP_GRATE, BP_GATE, BP_FILTER, BP_PIPE, BP_PUMP, BP_OUTLET, BP_GRIND, BP_SAW, BP_PRESS, filterCfg, WALL_OF, WALL_LIST, BAR_OF, GRAINS_PER_BAR, POWER_FREE, CASH, PIECES, PIECE_BY_ID, PIECE_BY_CODE, BELT_POWER, TUBE_POWER, FAN_POWER, WHEEL_K, ENGINE_K, MOLDS
### src/sim/economy.js (152 lines) ### src/sim/economy.js (152 lines)
Money, prices, market saturation, the trade dock, buyer and builder orders. Money, prices, market saturation, the trade dock, buyer and builder orders.
@@ -241,7 +241,7 @@ Machines: the power network, footprints, placing and removing machines.
- functions: markPow, partLost, rebuildPower, netSat, evictCells, cellBuildable, machineFootprint, canPlaceMachine, addMachine, removeMachine - functions: markPow, partLost, rebuildPower, netSat, evictCells, cellBuildable, machineFootprint, canPlaceMachine, addMachine, removeMachine
- variables: nextPowerBuild - variables: nextPowerBuild
### src/sim/processors.js (108 lines) ### src/sim/processors.js (113 lines)
Processing: Grinder and Saw blocks, and the Silo. Processing: Grinder and Saw blocks, and the Silo.
- functions: isProcCode, rebuildProcessors, procBottom, procSlot, procFeed, procBlocksTick, siloTick, siloFull - functions: isProcCode, rebuildProcessors, procBottom, procSlot, procFeed, procBlocksTick, siloTick, siloFull
- variables: REFINE, REFINE_SAND, CUT_PER_BRICK, SAW_CUTS, procState, procBlocks, procDirty, SILO_CAP, SILO_RATE - variables: REFINE, REFINE_SAND, CUT_PER_BRICK, SAW_CUTS, procState, procBlocks, procDirty, SILO_CAP, SILO_RATE
@@ -269,7 +269,7 @@ Molds: cavities for castings; ingot troughs empty themselves below. Removal retu
- functions: moldCellsAt, canPlaceMold, newMoldRecord, addMold, castMix, cavityState, troughState, clearCavity, moldPlugCells, rakeAbove, furnaceJunkHint, unplugMold, ejectIngot, checkMolds, moldAt, tally, collectMold, removeMold - functions: moldCellsAt, canPlaceMold, newMoldRecord, addMold, castMix, cavityState, troughState, clearCavity, moldPlugCells, rakeAbove, furnaceJunkHint, unplugMold, ejectIngot, checkMolds, moldAt, tally, collectMold, removeMold
- variables: DROSS, grains, barWord - variables: DROSS, grains, barWord
### src/sim/items.js (200 lines) ### src/sim/items.js (203 lines)
Bars and other loose objects (ents), and the bag: adding, taking, costs and refunds. Bars and other loose objects (ents), and the bag: adding, taking, costs and refunds.
- functions: entSolidCell, entFreeAt, entMark, spawnBar, removeEnt, entTubeAt, entTubeFree, entTubeMove, entTubeEnter, entTubeTick, entTick, entsInCircle, bagAdd, bagTake, giveOrDrop, refundAt, canAfford, payCost, fmtMoney, costText, needText - functions: entSolidCell, entFreeAt, entMark, spawnBar, removeEnt, entTubeAt, entTubeFree, entTubeMove, entTubeEnter, entTubeTick, entTick, entsInCircle, bagAdd, bagTake, giveOrDrop, refundAt, canAfford, payCost, fmtMoney, costText, needText
- variables: BAR_W, BAR_H, entCurM, droppedLast - variables: BAR_W, BAR_H, entCurM, droppedLast
@@ -348,7 +348,7 @@ Scale colour without changing the smooth-look class.
- functions: fogColor, drawWorld - functions: fogColor, drawWorld
- variables: TUBE_CLASS - variables: TUBE_CLASS
### src/render/machines.js (207 lines) ### src/render/machines.js (212 lines)
Machine overlays: fans, engines, silo and the rest, drawn on top of the world. Machine overlays: fans, engines, silo and the rest, drawn on top of the world.
- functions: cellRect, drawHazardRims, drawMachines, drawProcBlocks, drawSilo, drawSiloPixel - functions: cellRect, drawHazardRims, drawMachines, drawProcBlocks, drawSilo, drawSiloPixel
@@ -399,7 +399,7 @@ The notebook (N): milestones, market, wallet, blueprints, controls.
The tool hotbar and what is selected. The tool hotbar and what is selected.
- functions: renderHotbar, toolId, steering, modShift, grainAt, selectTool, bagMaterials, blowList, blowAllList, blowingAll, piece - functions: renderHotbar, toolId, steering, modShift, grainAt, selectTool, bagMaterials, blowList, blowAllList, blowingAll, piece
### src/ui/build-menu.js (102 lines) ### src/ui/build-menu.js (103 lines)
The build menu along the bottom: categories, piece tiles and their icons. The build menu along the bottom: categories, piece tiles and their icons.
- functions: pieceIcon, catOf, selectBuildCat, cycleBuildCat, buildVariantChips, renderBuildBar, setupBuildBar - functions: pieceIcon, catOf, selectBuildCat, cycleBuildCat, buildVariantChips, renderBuildBar, setupBuildBar
- variables: BUILD_CATS, BUILD_ORDER, PIECE_ICONS, lastBuildKey, lastBuildMenu - variables: BUILD_CATS, BUILD_ORDER, PIECE_ICONS, lastBuildKey, lastBuildMenu
@@ -409,7 +409,7 @@ The selected tool and piece: R / Q / E, drill width, filter picker, the selectio
- functions: pieceUsesWall, setDrillWidth, tuneUnderCursor, cycleItem, cycleWall, rotate, toggleBlow, pickFilterUnderCursor, toggleFilterMat, setBrush, pieceV, pieceExtra, filterChoices, matList, filterParts, filterSentence, applyFilterRun, openFilterPicker, openWallPicker, filterBlockAt, chipCost, pieceCostNow, renderSelCard, renderBag - functions: pieceUsesWall, setDrillWidth, tuneUnderCursor, cycleItem, cycleWall, rotate, toggleBlow, pickFilterUnderCursor, toggleFilterMat, setBrush, pieceV, pieceExtra, filterChoices, matList, filterParts, filterSentence, applyFilterRun, openFilterPicker, openWallPicker, filterBlockAt, chipCost, pieceCostNow, renderSelCard, renderBag
- variables: lastBagKey - variables: lastBagKey
### src/ui/info.js (173 lines) ### src/ui/info.js (174 lines)
Discovery cards, hover info (I) and the cursor label. Discovery cards, hover info (I) and the cursor label.
- functions: showCard, howText, discoveryCard, reactionsOf, hoverInfo, renderInfo, drawCursorLabel - functions: showCard, howText, discoveryCard, reactionsOf, hoverInfo, renderInfo, drawCursorLabel
+13
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@@ -4,6 +4,19 @@ 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 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. open or not verified. Keep each entry short; the git history has the details.
## 2026-10-24: t4 follow-ups and t28 Brick press (Claude Code, Codex)
- `9739ca0`: Refiner and Stone cutter code removed; `save.js` skips unknown machine types on load
and refunds a refiner ($120) or cutter ($90). Their old t_pipes/t_stone checks now use blocks.
- `f5e5591`: `drawProcBlocks` (`render/machines.js`) draws Grinder wheels and the Saw blade over a
plain housing texture; turns while busy, no `rnd()`.
- `08d2d65`: `PLANK` item; the Saw cuts `LWOOD` too (`SAW_CUTS`, per-material `cut` counts).
"Stone brick" is "Stone block" in player text. Saw text explains the pile-up under it.
- t28: `BP_PRESS`/`PRESSB`, `GREENB` and `BARBR` items, `FIRETO` (items.js fires a hot green
brick into a Brick). Machines tab, hover, notebook, milestone hint.
- Tests: `run_all.py --browser` passed after each commit (t_smooth's flake rerun alone).
Screenshots `shots/t4-wheels{,-smooth}.png`, `shots/t28-press.png`.
## 2026-10-24: t4: Grinder and Saw hopper blocks (Claude Code, Codex) ## 2026-10-24: t4: Grinder and Saw hopper blocks (Claude Code, Codex)
- New block pieces `grinder`/`saw` (`BP_GRIND`/`BP_SAW`, materials `GRINDER`/`SAWB`, NMAT 97). - New block pieces `grinder`/`saw` (`BP_GRIND`/`BP_SAW`, materials `GRINDER`/`SAWB`, NMAT 97).
+6 -1
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@@ -90,7 +90,12 @@ function drawProcBlocks() {
const radius = sw * (saw ? 0.38 : 0.22), teeth = saw ? 10 : 6; const radius = sw * (saw ? 0.38 : 0.22), teeth = saw ? 10 : 6;
ctx.save(); ctx.save();
ctx.lineWidth = Math.max(1, sw * 0.025); ctx.lineWidth = Math.max(1, sw * 0.025);
for (let wheel = 0; wheel < (saw ? 1 : 2); wheel++) { if (blockP[b] === BP_PRESS) {
const offset = busy ? (1 - Math.cos(tick * 0.3)) * sw * 0.12 : 0;
ctx.fillStyle = '#caa488'; ctx.fillRect(sx + sw * 0.27, sy + sw * 0.76, sw * 0.46, sw * 0.16);
ctx.fillStyle = '#7d8996'; ctx.fillRect(sx + sw * 0.45, sy, sw * 0.1, sw * 0.4 + offset);
ctx.fillStyle = '#b9c0c8'; ctx.fillRect(sx + sw * 0.12, sy + sw * 0.4 + offset, sw * 0.76, sw * 0.12);
} else for (let wheel = 0; wheel < (saw ? 1 : 2); wheel++) {
const cx = sx + sw * (saw ? 0.5 : wheel ? 0.73 : 0.27), cy = sy + sw * 0.5; const cx = sx + sw * (saw ? 0.5 : wheel ? 0.73 : 0.27), cy = sy + sw * 0.5;
const a = wheel ? -angle : angle; const a = wheel ? -angle : angle;
ctx.fillStyle = saw ? '#b9c0c8' : '#8a8f96'; ctx.strokeStyle = '#444b54'; ctx.fillStyle = saw ? '#b9c0c8' : '#8a8f96'; ctx.strokeStyle = '#444b54';
+1 -1
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@@ -115,7 +115,7 @@ function drawWorld() {
} }
else if (m === GATE) { if ((x & 1) === 0 && (y & 3) !== 0) { r -= 40; g -= 24; b -= 20; } } else if (m === GATE) { if ((x & 1) === 0 && (y & 3) !== 0) { r -= 40; g -= 24; b -= 20; } }
else if (m === CUTST) { const lx = x & 3, ly = y & 3; if (ly === 1 || ly === 3 || lx === (ly < 2 ? 3 : 1)) { r -= 34; g -= 33; b -= 30; } else if (ly === 0 || ly === 2) { r += 10; g += 10; b += 9; } } else if (m === CUTST) { const lx = x & 3, ly = y & 3; if (ly === 1 || ly === 3 || lx === (ly < 2 ? 3 : 1)) { r -= 34; g -= 33; b -= 30; } else if (ly === 0 || ly === 2) { r += 10; g += 10; b += 9; } }
else if (m === GRINDER || m === SAWB) { else if (m === GRINDER || m === SAWB || m === PRESSB) {
const lx = x & 3, ly = y & 3, frame = lx === 0 || lx === 3 || ly === 0 || ly === 3; const lx = x & 3, ly = y & 3, frame = lx === 0 || lx === 3 || ly === 0 || ly === 3;
r = frame ? 96 : 38; g = frame ? 102 : 42; b = frame ? 112 : 50; r = frame ? 96 : 38; g = frame ? 102 : 42; b = frame ? 112 : 50;
} }
+3 -3
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@@ -26,7 +26,7 @@ function placeBlock(code, v, bx, by, free, extra) {
if (code === BP_WALL) setCell(i, WALL_OF[v], AMB[y], 0); if (code === BP_WALL) setCell(i, WALL_OF[v], AMB[y], 0);
else if (code === BP_BELT) { setCell(i, v === 0 ? BELTL : BELTR, AMB[y], 0); markPow(i, true); } else if (code === BP_BELT) { setCell(i, v === 0 ? BELTL : BELTR, AMB[y], 0); markPow(i, true); }
else if (code === BP_SHAFT) { setCell(i, SHAFT, AMB[y], 0); markPow(i, true); } else if (code === BP_SHAFT) { setCell(i, SHAFT, AMB[y], 0); markPow(i, true); }
else if (isProcCode(code)) setCell(i, code === BP_GRIND ? GRINDER : SAWB, AMB[y], 0); else if (isProcCode(code)) setCell(i, code === BP_GRIND ? GRINDER : code === BP_PRESS ? PRESSB : SAWB, AMB[y], 0);
else if (code === BP_GATE) setCell(i, GATE, AMB[y], 0); else if (code === BP_GATE) setCell(i, GATE, AMB[y], 0);
else if (code === BP_GRATE) { part[i] = P_GRATE; wakeXY(x, y); } else if (code === BP_GRATE) { part[i] = P_GRATE; wakeXY(x, y); }
else if (code === BP_TUBE) { part[i] = [P_TU, P_TR, P_TD, P_TL][v & 3]; markPow(i, true); wakeXY(x, y); } else if (code === BP_TUBE) { part[i] = [P_TU, P_TR, P_TD, P_TL][v & 3]; markPow(i, true); wakeXY(x, y); }
@@ -53,7 +53,7 @@ function blockIntegrity(b) {
if (code === BP_WALL) { if (PH[m] === PH_SOLID && !(flags[i] & F_NAT) && !PARTMAT[m]) n++; } if (code === BP_WALL) { if (PH[m] === PH_SOLID && !(flags[i] & F_NAT) && !PARTMAT[m]) n++; }
else if (code === BP_BELT) { if (m === BELTL || m === BELTR) n++; } else if (code === BP_BELT) { if (m === BELTL || m === BELTR) n++; }
else if (code === BP_SHAFT) { if (m === SHAFT) n++; } else if (code === BP_SHAFT) { if (m === SHAFT) n++; }
else if (isProcCode(code)) { if (m === (code === BP_GRIND ? GRINDER : SAWB)) n++; } else if (isProcCode(code)) { if (m === (code === BP_GRIND ? GRINDER : code === BP_PRESS ? PRESSB : SAWB)) n++; }
else if (code === BP_GATE) { if (m === GATE || p === P_GOPEN) n++; } else if (code === BP_GATE) { if (m === GATE || p === P_GOPEN) n++; }
else if (code === BP_GRATE) { if (p === P_GRATE) n++; } else if (code === BP_GRATE) { if (p === P_GRATE) n++; }
else if (code === BP_TUBE) { if (p >= P_TU && p <= P_TR) n++; } else if (code === BP_TUBE) { if (p >= P_TU && p <= P_TR) n++; }
@@ -83,7 +83,7 @@ function removeBlock(bx, by) {
if (p === P_PIPE) { part[i] = 0; wakeIdx(i); n++; } if (p === P_PIPE) { part[i] = 0; wakeIdx(i); n++; }
else if (m === PIPE) { setCell(i, EMPTY, temp[i], 0); n++; } else if (m === PIPE) { setCell(i, EMPTY, temp[i], 0); n++; }
} else if (code === BP_BELT || code === BP_SHAFT || code === BP_GATE || isProcCode(code)) { } else if (code === BP_BELT || code === BP_SHAFT || code === BP_GATE || isProcCode(code)) {
if (m === BELTL || m === BELTR || m === SHAFT || m === GATE || m === GRINDER || m === SAWB) { setCell(i, EMPTY, temp[i], 0); markPow(i, false); n++; } if (m === BELTL || m === BELTR || m === SHAFT || m === GATE || m === GRINDER || m === SAWB || m === PRESSB) { setCell(i, EMPTY, temp[i], 0); markPow(i, false); n++; }
if (p === P_GOPEN) { part[i] = 0; n++; wakeIdx(i); } if (p === P_GOPEN) { part[i] = 0; n++; wakeIdx(i); }
} else if (p) { part[i] = 0; markPow(i, false); wakeIdx(i); n++; } } else if (p) { part[i] = 0; markPow(i, false); wakeIdx(i); n++; }
} }
+2 -2
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@@ -10,7 +10,7 @@ const PRICE = new Float32Array(NMAT);
for (const [m, v] of [ for (const [m, v] of [
[SAND, 0.1], [LCLAY, 0.2], [LWOOD, 0.3], [ACORN, 0.5], [COAL, 0.5], [RGRAN, 0.2], [RBAS, 0.4], [SAND, 0.1], [LCLAY, 0.2], [LWOOD, 0.3], [ACORN, 0.5], [COAL, 0.5], [RGRAN, 0.2], [RBAS, 0.4],
[CUORE, 1], [FEORE, 1.6], [SNORE, 2], [ZNORE, 2.2], [AGORE, 6], [AUORE, 14], [CUORE, 1], [FEORE, 1.6], [SNORE, 2], [ZNORE, 2.2], [AGORE, 6], [AUORE, 14],
[CHARCOAL, 1.2], [RBRICK, 0.8], [CULLET, 1.2], [BARGL, 14], [RSTONE, 0.02], [GRAVEL, 0.03], [BARSB, 0.6], [PLANK, 2.4], [CHARCOAL, 1.2], [RBRICK, 0.8], [CULLET, 1.2], [BARGL, 14], [RSTONE, 0.02], [GRAVEL, 0.03], [BARSB, 0.6], [PLANK, 2.4], [GREENB, 2], [BARBR, 9],
[SCRCU, 3], [SCRFE, 5], [SCRST, 11], [SCRSN, 3.5], [SCRZN, 3.5], [SCRAG, 18], [SCRAU, 40], [SCRBZ, 8], [SCRBS, 7], [SCRCU, 3], [SCRFE, 5], [SCRST, 11], [SCRSN, 3.5], [SCRZN, 3.5], [SCRAG, 18], [SCRAU, 40], [SCRBZ, 8], [SCRBS, 7],
[BARCU, 40], [BARFE, 75], [BARST, 160], [BARSN, 50], [BARZN, 50], [BARAG, 220], [BARAU, 480], [BARBZ, 110], [BARBS, 95], [BARCU, 40], [BARFE, 75], [BARST, 160], [BARSN, 50], [BARZN, 50], [BARAG, 220], [BARAU, 480], [BARBZ, 110], [BARBS, 95],
]) PRICE[m] = v; ]) PRICE[m] = v;
@@ -73,7 +73,7 @@ const STANDING = ['Local buyers', 'County buyers', 'Regional buyers', 'National
function standing() { return Math.min(STANDING.length - 1, Math.floor(ordersDone / 4)); } function standing() { return Math.min(STANDING.length - 1, Math.floor(ordersDone / 4)); }
// Builders buy the cheap bulk stuff (rubble, gravel, sand, stone blocks, planks) in big lots at a few // Builders buy the cheap bulk stuff (rubble, gravel, sand, stone blocks, planks) in big lots at a few
// times the market price, so waste rock earns a little. [what, smallest lot, largest lot] // times the market price, so waste rock earns a little. [what, smallest lot, largest lot]
const BUILD_GOODS = [[RSTONE, 400, 1500], [GRAVEL, 300, 1000], [SAND, 300, 900], [BARSB, 20, 80], [PLANK, 20, 80]]; const BUILD_GOODS = [[RSTONE, 400, 1500], [GRAVEL, 300, 1000], [SAND, 300, 900], [BARSB, 20, 80], [PLANK, 20, 80], [BARBR, 20, 80]];
function makeBuildersOrder() { function makeBuildersOrder() {
const cands = BUILD_GOODS.filter(([m]) => seen[m] && !orders.some(o => o.m === m)); const cands = BUILD_GOODS.filter(([m]) => seen[m] && !orders.some(o => o.m === m));
if (!cands.length) return null; if (!cands.length) return null;
+3
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@@ -136,6 +136,9 @@ function entTick() {
// heat: the bar tends toward the temperature around it // heat: the bar tends toward the temperature around it
const T = temp[Math.min(H - 1, cy + 1) * W + Math.min(W - 1, cx + 1)]; const T = temp[Math.min(H - 1, cy + 1) * W + Math.min(W - 1, cx + 1)];
e.T += (T - e.T) * 0.04; e.T += (T - e.T) * 0.04;
if (FIRETO[e.m] && e.T >= 880 && rnd() < 0.004 + (e.T - 880) * 0.00012) {
e.m = FIRETO[e.m]; discover(e.m, e.ix, e.iy, GREENB, 'fire', 880);
}
if (e.T >= MELT[e.m]) { if (e.T >= MELT[e.m]) {
// melts back into 8 grains of molten metal if they fit here // melts back into 8 grains of molten metal if they fit here
let fits = true; let fits = true;
+1 -1
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@@ -5,7 +5,7 @@ function checkLedger() {
const mark = id => { if (!ledger[id]) { ledger[id] = tick || 1; emit({ t: 'milestone', id }); } }; const mark = id => { if (!ledger[id]) { ledger[id] = tick || 1; emit({ t: 'milestone', id }); } };
if (stats.dug >= 15) mark('dig'); if (stats.dug >= 15) mark('dig');
if (seen[FIRE]) { mark('fire'); if (!player.lens) { player.lens = true; } } if (seen[FIRE]) { mark('fire'); if (!player.lens) { player.lens = true; } }
if (seen[BRICK] || seen[RBRICK]) mark('brick'); if (seen[BRICK] || seen[RBRICK] || seen[BARBR]) mark('brick');
if (seen[CHARCOAL]) mark('charcoal'); if (seen[CHARCOAL]) mark('charcoal');
if (stats.grown > 0) mark('grow'); if (stats.grown > 0) mark('grow');
if (seen[MCU]) mark('copper'); if (seen[MCU]) mark('copper');
+7 -2
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@@ -11,8 +11,8 @@ const EMPTY = 0, GRASS = 1, DIRT = 2, LDIRT = 3, SAND = 4, GRAVEL = 5, CLAY = 6,
ZNV = 63, ZNORE = 64, ZINC = 65, MZN = 66, SCRZN = 67, BARZN = 68, ZNV = 63, ZNORE = 64, ZINC = 65, MZN = 66, SCRZN = 67, BARZN = 68,
AGV = 69, AGORE = 70, SILVER = 71, MAG = 72, SCRAG = 73, BARAG = 74, AGV = 69, AGORE = 70, SILVER = 71, MAG = 72, SCRAG = 73, BARAG = 74,
AUV = 75, AUORE = 76, GOLD = 77, MAU = 78, SCRAU = 79, BARAU = 80, AUV = 75, AUORE = 76, GOLD = 77, MAU = 78, SCRAU = 79, BARAU = 80,
BRONZE = 81, MBZ = 82, SCRBZ = 83, BARBZ = 84, BRASS = 85, MBS = 86, SCRBS = 87, BARBS = 88, DOCKW = 89, MSLAG = 90, PIPE = 91, BARGL = 92, CUTST = 93, BARSB = 94, GRINDER = 95, SAWB = 96, PLANK = 97; BRONZE = 81, MBZ = 82, SCRBZ = 83, BARBZ = 84, BRASS = 85, MBS = 86, SCRBS = 87, BARBS = 88, DOCKW = 89, MSLAG = 90, PIPE = 91, BARGL = 92, CUTST = 93, BARSB = 94, GRINDER = 95, SAWB = 96, PLANK = 97, PRESSB = 98, GREENB = 99, BARBR = 100;
const NMAT = 98; const NMAT = 101;
const MD = []; const MD = [];
function def(id, o) { function def(id, o) {
@@ -64,6 +64,7 @@ def(SHAFT, { name: 'Shaft', col: [150, 110, 64], v: 6, k: 0.005, hard: 2, ign: 3
def(GATE, { name: 'Gate', col: [146, 74, 58], v: 6, k: 0.004, hard: 3, melt: 1750, meltTo: MAGMA, partMat: true }); def(GATE, { name: 'Gate', col: [146, 74, 58], v: 6, k: 0.004, hard: 3, melt: 1750, meltTo: MAGMA, partMat: true });
def(GRINDER, { name: 'Grinder', col: [64, 70, 80], v: 4, k: 0.035, hard: 6, melt: 1450, meltTo: MST, partMat: true }); def(GRINDER, { name: 'Grinder', col: [64, 70, 80], v: 4, k: 0.035, hard: 6, melt: 1450, meltTo: MST, partMat: true });
def(SAWB, { name: 'Saw', col: [74, 80, 90], v: 4, k: 0.035, hard: 6, melt: 1450, meltTo: MST, partMat: true }); def(SAWB, { name: 'Saw', col: [74, 80, 90], v: 4, k: 0.035, hard: 6, melt: 1450, meltTo: MST, partMat: true });
def(PRESSB, { name: 'Brick press', col: [74, 80, 90], v: 4, k: 0.035, hard: 6, melt: 1450, meltTo: MST, partMat: true });
def(SPRING, { name: 'Spring', col: [92, 112, 128], v: 30, k: 0.012, hard: 9, yld: 0, desc: 'Groundwater seeps out of this rock whenever there is room next to it.' }); def(SPRING, { name: 'Spring', col: [92, 112, 128], v: 30, k: 0.012, hard: 9, yld: 0, desc: 'Groundwater seeps out of this rock whenever there is room next to it.' });
def(RSTONE, { name: 'Stone rubble', ph: PH_POWDER, col: [126, 125, 130], v: 30, dens: 1.8, k: 0.01, hard: 0, melt: 1250, meltTo: MAGMA, bag: true, desc: 'Broken stone. 16 grains make a stone block.' }); def(RSTONE, { name: 'Stone rubble', ph: PH_POWDER, col: [126, 125, 130], v: 30, dens: 1.8, k: 0.01, hard: 0, melt: 1250, meltTo: MAGMA, bag: true, desc: 'Broken stone. 16 grains make a stone block.' });
def(RGRAN, { name: 'Granite rubble', ph: PH_POWDER, col: [164, 128, 124], v: 32, dens: 1.9, k: 0.01, hard: 0, melt: 1260, meltTo: MAGMA, bag: true, desc: 'Broken granite. Makes granite blocks.' }); def(RGRAN, { name: 'Granite rubble', ph: PH_POWDER, col: [164, 128, 124], v: 32, dens: 1.9, k: 0.01, hard: 0, melt: 1260, meltTo: MAGMA, bag: true, desc: 'Broken granite. Makes granite blocks.' });
@@ -106,6 +107,10 @@ metalFamily({ solid: BRASS, molten: MBS, scrap: SCRBS, bar: BARBS, name: 'Brass'
desc: 'Copper with zinc melted in. Golden and valuable.' }); desc: 'Copper with zinc melted in. Golden and valuable.' });
def(BARGL, { name: 'Glass brick', ph: PH_ITEM, col: [176, 218, 228], v: 0, dens: 2.5, k: 0, hard: 0, melt: 1300, meltTo: MGL, bag: true, desc: 'Cast from molten glass in an Ingot mold: 8 grains of glass. Sells well, and 2 make a glass wall block.' }); def(BARGL, { name: 'Glass brick', ph: PH_ITEM, col: [176, 218, 228], v: 0, dens: 2.5, k: 0, hard: 0, melt: 1300, meltTo: MGL, bag: true, desc: 'Cast from molten glass in an Ingot mold: 8 grains of glass. Sells well, and 2 make a glass wall block.' });
def(PLANK, { name: 'Plank', ph: PH_ITEM, col: [204, 158, 104], v: 0, dens: 0.6, k: 0, hard: 0, melt: 9999, bag: true, desc: 'Sawn from 8 wood chunks by a Saw. Builders buy them, and 2 make a wood wall block.' }); def(PLANK, { name: 'Plank', ph: PH_ITEM, col: [204, 158, 104], v: 0, dens: 0.6, k: 0, hard: 0, melt: 9999, bag: true, desc: 'Sawn from 8 wood chunks by a Saw. Builders buy them, and 2 make a wood wall block.' });
def(GREENB, { name: 'Green brick', ph: PH_ITEM, col: [202, 164, 136], v: 0, dens: 1.8, k: 0, hard: 0, melt: 1750, meltTo: MAGMA, bag: true, desc: 'Unfired clay pressed into shape by a Brick press. Fire it above ~900°C to make a Brick.' });
def(BARBR, { name: 'Brick', ph: PH_ITEM, col: [174, 76, 56], v: 0, dens: 1.8, k: 0, hard: 0, melt: 1750, meltTo: MAGMA, bag: true, desc: 'Fired clay brick. Builders buy them, and 2 make a brick wall block.' });
// An item that fires into another item when hot.
const FIRETO = new Uint8Array(NMAT); FIRETO[GREENB] = BARBR;
def(CUTST, { name: 'Cut stone', col: [168, 162, 150], v: 6, k: 0.012, hard: 4, melt: 1450, meltTo: MAGMA, yld: BARSB, desc: 'Dressed stone blocks laid in courses. Neater than rough stone, and it stands 200°C more heat before it slumps.' }); def(CUTST, { name: 'Cut stone', col: [168, 162, 150], v: 6, k: 0.012, hard: 4, melt: 1450, meltTo: MAGMA, yld: BARSB, desc: 'Dressed stone blocks laid in courses. Neater than rough stone, and it stands 200°C more heat before it slumps.' });
def(BARSB, { name: 'Stone block', ph: PH_ITEM, col: [172, 166, 154], v: 0, dens: 2.6, k: 0, hard: 0, melt: 1450, meltTo: MAGMA, bag: true, desc: 'A block of stone cut square by a Saw, from 8 grains of rubble. Builders buy them, and 2 make a cut stone wall block.' }); def(BARSB, { name: 'Stone block', ph: PH_ITEM, col: [172, 166, 154], v: 0, dens: 2.6, k: 0, hard: 0, melt: 1450, meltTo: MAGMA, bag: true, desc: 'A block of stone cut square by a Saw, from 8 grains of rubble. Builders buy them, and 2 make a cut stone wall block.' });
def(PIPE, { name: 'Pipe', col: [176, 112, 72], v: 4, k: 0.04, cap: 1.5, hard: 4, melt: 1085, meltTo: MCU, partMat: true }); def(PIPE, { name: 'Pipe', col: [176, 112, 72], v: 4, k: 0.04, cap: 1.5, hard: 4, melt: 1085, meltTo: MCU, partMat: true });
+5 -3
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@@ -4,7 +4,7 @@
// Everything you build snaps to a grid of 4x4-grain blocks. The world itself // Everything you build snaps to a grid of 4x4-grain blocks. The world itself
// stays grain-level; only built pieces snap. // stays grain-level; only built pieces snap.
const BS = 4; const BS = 4;
const BP_WALL = 1, BP_BELT = 2, BP_TUBE = 3, BP_SHAFT = 4, BP_GRATE = 5, BP_GATE = 6, BP_FILTER = 7, BP_PIPE = 8, BP_PUMP = 9, BP_OUTLET = 10, BP_GRIND = 11, BP_SAW = 12; const BP_WALL = 1, BP_BELT = 2, BP_TUBE = 3, BP_SHAFT = 4, BP_GRATE = 5, BP_GATE = 6, BP_FILTER = 7, BP_PIPE = 8, BP_PUMP = 9, BP_OUTLET = 10, BP_GRIND = 11, BP_SAW = 12, BP_PRESS = 13;
function isPipeCode(c) { return c === BP_PIPE || c === BP_PUMP || c === BP_OUTLET; } function isPipeCode(c) { return c === BP_PIPE || c === BP_PUMP || c === BP_OUTLET; }
// Filters: each filter block has a set of materials and a mode. In drop mode (inv 0) // Filters: each filter block has a set of materials and a mode. In drop mode (inv 0)
// the chosen materials fall through and everything else rides along on top; in carry // the chosen materials fall through and everything else rides along on top; in carry
@@ -25,8 +25,8 @@ function sameFilter(a, b) { return a.inv === b.inv && a.m.length === b.m.length
const WALL_OF = new Uint8Array(NMAT); const WALL_OF = new Uint8Array(NMAT);
WALL_OF[LDIRT] = DIRT; WALL_OF[RSTONE] = STONE; WALL_OF[RGRAN] = GRANITE; WALL_OF[RBAS] = BASALT; WALL_OF[LCLAY] = CLAY; WALL_OF[LDIRT] = DIRT; WALL_OF[RSTONE] = STONE; WALL_OF[RGRAN] = GRANITE; WALL_OF[RBAS] = BASALT; WALL_OF[LCLAY] = CLAY;
WALL_OF[LWOOD] = WOOD; WALL_OF[RBRICK] = BRICK; WALL_OF[CULLET] = GLASS; WALL_OF[BARCU] = COPPER; WALL_OF[BARFE] = IRON; WALL_OF[BARST] = STEEL; WALL_OF[LWOOD] = WOOD; WALL_OF[RBRICK] = BRICK; WALL_OF[CULLET] = GLASS; WALL_OF[BARCU] = COPPER; WALL_OF[BARFE] = IRON; WALL_OF[BARST] = STEEL;
WALL_OF[BARSB] = CUTST; WALL_OF[PLANK] = WOOD; WALL_OF[BARGL] = GLASS; WALL_OF[BARSB] = CUTST; WALL_OF[PLANK] = WOOD; WALL_OF[BARBR] = BRICK; WALL_OF[BARGL] = GLASS;
const WALL_LIST = [RSTONE, BARSB, PLANK, LCLAY, RBRICK, LDIRT, LWOOD, CULLET, BARGL, RGRAN, RBAS, BARCU, BARFE, BARST]; const WALL_LIST = [RSTONE, BARSB, PLANK, BARBR, LCLAY, RBRICK, LDIRT, LWOOD, CULLET, BARGL, RGRAN, RBAS, BARCU, BARFE, BARST];
const BAR_OF = new Uint8Array(NMAT); BAR_OF[COPPER] = BARCU; BAR_OF[IRON] = BARFE; BAR_OF[STEEL] = BARST; const BAR_OF = new Uint8Array(NMAT); BAR_OF[COPPER] = BARCU; BAR_OF[IRON] = BARFE; BAR_OF[STEEL] = BARST;
BAR_OF[GLASS] = BARGL; BAR_OF[CUTST] = BARSB; BAR_OF[WOOD] = PLANK; BAR_OF[TIN] = BARSN; BAR_OF[ZINC] = BARZN; BAR_OF[SILVER] = BARAG; BAR_OF[GOLD] = BARAU; BAR_OF[BRONZE] = BARBZ; BAR_OF[BRASS] = BARBS; BAR_OF[GLASS] = BARGL; BAR_OF[CUTST] = BARSB; BAR_OF[WOOD] = PLANK; BAR_OF[TIN] = BARSN; BAR_OF[ZINC] = BARZN; BAR_OF[SILVER] = BARAG; BAR_OF[GOLD] = BARAU; BAR_OF[BRONZE] = BARBZ; BAR_OF[BRASS] = BARBS;
const GRAINS_PER_BAR = 8; const GRAINS_PER_BAR = 8;
@@ -59,6 +59,8 @@ const PIECES = [
desc: 'Lets a pipe line\'s liquid out of the side its arrow points to, wherever there is room for it. Press F to open or close it.' }, desc: 'Lets a pipe line\'s liquid out of the side its arrow points to, wherever there is room for it. Press F to open or close it.' },
{ id: 'grinder', code: BP_GRIND, name: 'Grinder', kind: 'block', cost: [[CASH, 60]], { id: 'grinder', code: BP_GRIND, name: 'Grinder', kind: 'block', cost: [[CASH, 60]],
desc: 'Grinds rubble, gravel, sand and dirt resting on top into sand and the odd grain of ore. Results drop out below; keep that space clear. Wider rows grind faster. Stack under a Saw to cut stone and grind the rest.' }, desc: 'Grinds rubble, gravel, sand and dirt resting on top into sand and the odd grain of ore. Results drop out below; keep that space clear. Wider rows grind faster. Stack under a Saw to cut stone and grind the rest.' },
{ id: 'press', code: BP_PRESS, name: 'Brick press', kind: 'block', cost: [[CASH, 60]],
desc: 'Presses clay lumps resting on top into a green brick for every 8. They drop out underneath; put a belt or an open drop under it. Fire green bricks in a fire hotter than about 900°C to make Bricks. Wider rows press faster.' },
{ id: 'saw', code: BP_SAW, name: 'Saw', kind: 'block', cost: [[CASH, 90]], { id: 'saw', code: BP_SAW, name: 'Saw', kind: 'block', cost: [[CASH, 90]],
desc: 'Cuts stone rubble into stone blocks and wood chunks into planks, one from every 8 grains resting on top. They drop out underneath and pile up there: put a belt or an open drop under it to carry them away. Wider rows cut faster. Stack over a Grinder to grind everything else.' }, desc: 'Cuts stone rubble into stone blocks and wood chunks into planks, one from every 8 grains resting on top. They drop out underneath and pile up there: put a belt or an open drop under it to carry them away. Wider rows cut faster. Stack over a Grinder to grind everything else.' },
{ id: 'wheel', name: 'Water wheel', kind: 'machine', bw: 3, bh: 3, cost: [[LWOOD, 48]], hidden: POWER_FREE, { id: 'wheel', name: 'Water wheel', kind: 'machine', bw: 3, bh: 3, cost: [[LWOOD, 48]], hidden: POWER_FREE,
+12 -7
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@@ -15,12 +15,12 @@ const CUT_PER_BRICK = 8;
const SAW_CUTS = []; SAW_CUTS[RSTONE] = BARSB; SAW_CUTS[LWOOD] = PLANK; const SAW_CUTS = []; SAW_CUTS[RSTONE] = BARSB; SAW_CUTS[LWOOD] = PLANK;
// Block hoppers share an outlet down a vertical stack; only its top spends work. // Block hoppers share an outlet down a vertical stack; only its top spends work.
let procState = new Map(), procBlocks = [], procDirty = true; let procState = new Map(), procBlocks = [], procDirty = true;
function isProcCode(c) { return c === BP_GRIND || c === BP_SAW; } function isProcCode(c) { return c === BP_GRIND || c === BP_SAW || c === BP_PRESS; }
function rebuildProcessors() { function rebuildProcessors() {
procBlocks = []; procBlocks = [];
for (let b = 0; b < NB; b++) if (isProcCode(blockP[b])) { for (let b = 0; b < NB; b++) if (isProcCode(blockP[b])) {
procBlocks.push(b); procBlocks.push(b);
if (!procState.has(b)) procState.set(b, { work: 0, cut: { [RSTONE]: 0, [LWOOD]: 0 }, busyT: -999, blocked: false }); if (!procState.has(b)) procState.set(b, { work: 0, press: 0, cut: { [RSTONE]: 0, [LWOOD]: 0 }, busyT: -999, blocked: false });
} }
procDirty = false; procDirty = false;
} }
@@ -45,15 +45,19 @@ function procFeed(b, m, T) {
} else if (blockP[b] === BP_SAW && SAW_CUTS[m]) { } else if (blockP[b] === BP_SAW && SAW_CUTS[m]) {
if (++s.cut[m] < CUT_PER_BRICK) return; if (++s.cut[m] < CUT_PER_BRICK) return;
s.cut[m] = 0; m = SAW_CUTS[m]; s.cut[m] = 0; m = SAW_CUTS[m];
} else if (blockP[b] === BP_PRESS && m === LCLAY) {
if (++s.press < CUT_PER_BRICK) return;
s.press = 0; m = GREENB;
} }
if (b === end) break; if (b === end) break;
b += BW; b += BW;
} }
if (m === BARSB || m === PLANK) { if (m === BARSB || m === PLANK || m === GREENB) {
const e = spawnBar(m, x, (((end / BW) | 0) + 1) * BS, (rnd() - 0.5) * 0.1, 0.05); const e = spawnBar(m, x, (((end / BW) | 0) + 1) * BS, (rnd() - 0.5) * 0.1, 0.05);
if (e) { if (e) {
e.T = T; discover(m, x, y, m === PLANK ? LWOOD : RSTONE, 'cut'); e.T = T; discover(m, x, y, m === GREENB ? LCLAY : m === PLANK ? LWOOD : RSTONE, m === GREENB ? 'press' : 'cut');
if (m === PLANK) stats.planks = (stats.planks || 0) + 1; if (m === GREENB) stats.pressed = (stats.pressed || 0) + 1;
else if (m === PLANK) stats.planks = (stats.planks || 0) + 1;
else stats.bricks = (stats.bricks || 0) + 1; else stats.bricks = (stats.bricks || 0) + 1;
} }
} else setCell(procSlot(end), m, T, 0); } else setCell(procSlot(end), m, T, 0);
@@ -71,9 +75,10 @@ function procBlocksTick() {
const i = y * W + x + ((k + tick) & 3), m = mat[i]; const i = y * W + x + ((k + tick) & 3), m = mat[i];
if (m === EMPTY || PH[m] === PH_GAS || PH[m] === PH_SOLID || stamp[i] === tickStamp) continue; if (m === EMPTY || PH[m] === PH_GAS || PH[m] === PH_SOLID || stamp[i] === tickStamp) continue;
let brick = false; let brick = false;
if (SAW_CUTS[m]) for (let q = b; q <= end; q += BW) { if (SAW_CUTS[m] || m === LCLAY) for (let q = b; q <= end; q += BW) {
if (blockP[q] === BP_GRIND && REFINE[m]) break; if (blockP[q] === BP_GRIND && REFINE[m]) break;
if (blockP[q] === BP_SAW) { brick = procState.get(q).cut[m] + 1 >= CUT_PER_BRICK; break; } if (blockP[q] === BP_PRESS && m === LCLAY) { brick = procState.get(q).press + 1 >= CUT_PER_BRICK; break; }
if (blockP[q] === BP_SAW && SAW_CUTS[m]) { brick = procState.get(q).cut[m] + 1 >= CUT_PER_BRICK; break; }
} }
if (procSlot(end) < 0 || brick && !entFreeAt(x, (((end / BW) | 0) + 1) * BS)) { if (procSlot(end) < 0 || brick && !entFreeAt(x, (((end / BW) | 0) + 1) * BS)) {
for (let q = b; q <= end; q += BW) procState.get(q).blocked = true; for (let q = b; q <= end; q += BW) procState.get(q).blocked = true;
+1 -1
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@@ -24,7 +24,7 @@ const STARTER_DESIGNS = [
const MILESTONES = [ const MILESTONES = [
{ id: 'dig', title: 'Break ground', msg: 'Broken material falls loose. The Pneumatic nozzle (2) picks up and blows the selection. Click or Q/E in the bag selects; Ctrl+click mixes. Hold Ctrl to see everything found. Clear returns to picking what you click. Shift: everything.', hint: 'Hold the left mouse button with the Drill (1): it sends pulses at the cursor that shake rock until it shatters. It falls as rubble, ore and coal.' }, { id: 'dig', title: 'Break ground', msg: 'Broken material falls loose. The Pneumatic nozzle (2) picks up and blows the selection. Click or Q/E in the bag selects; Ctrl+click mixes. Hold Ctrl to see everything found. Clear returns to picking what you click. Shift: everything.', hint: 'Hold the left mouse button with the Drill (1): it sends pulses at the cursor that shake rock until it shatters. It falls as rubble, ore and coal.' },
{ id: 'fire', title: 'First fire', hint: 'Pick up coal or wood chunks with the nozzle, blow a pile out with right click, then hold the Igniter (4) on it. Fuel only burns where it touches open air.', reward: 'Thermal lens unlocked. Press H to see heat.' }, { id: 'fire', title: 'First fire', hint: 'Pick up coal or wood chunks with the nozzle, blow a pile out with right click, then hold the Igniter (4) on it. Fuel only burns where it touches open air.', reward: 'Thermal lens unlocked. Press H to see heat.' },
{ id: 'brick', title: 'Fired brick', hint: 'Clay turns into brick after a while above about 900°C, hotter than an open wood fire gets. Blow clay lumps into a coal fire, best walled in like a furnace, and pick up the brick rubble with the Pneumatic nozzle. Brick rubble builds brick blocks.', reward: 'Brick insulates far better than stone and survives 1750°C.' }, { id: 'brick', title: 'Fired brick', hint: 'Clay turns into brick after a while above about 900°C, hotter than an open wood fire gets. Blow clay lumps into a coal fire, best walled in like a furnace, and pick up the brick rubble with the Pneumatic nozzle. Brick rubble builds brick blocks. A Brick press makes neat green bricks to fire.', reward: 'Brick insulates far better than stone and survives 1750°C.' },
{ id: 'charcoal', title: 'Charcoal', hint: 'Wood that gets hot without air turns into charcoal instead of burning. Bury a burning pile of wood chunks under dirt, or heat a sealed box of wood chunks from outside.', reward: 'A fuel you can grow: nearly as hot as coal.' }, { id: 'charcoal', title: 'Charcoal', hint: 'Wood that gets hot without air turns into charcoal instead of burning. Bury a burning pile of wood chunks under dirt, or heat a sealed box of wood chunks from outside.', reward: 'A fuel you can grow: nearly as hot as coal.' },
{ id: 'grow', title: 'Plant a tree', msg: 'Wood is renewable. Plant rows of acorns on dirt to farm it.', hint: 'Cutting down a tree drops acorns. Leave one on dirt or grass under open sky and it sprouts, then grows into a tree in about a minute and a half.' }, { id: 'grow', title: 'Plant a tree', msg: 'Wood is renewable. Plant rows of acorns on dirt to farm it.', hint: 'Cutting down a tree drops acorns. Leave one on dirt or grass under open sky and it sprouts, then grows into a tree in about a minute and a half.' },
{ id: 'copper', title: 'Molten copper', msg: 'Molten copper sinks to the bottom of the charge. Get it into a mold before it sets.', hint: 'Copper ore melts at 1085°C. An open fire loses too much heat, so wall coal and ore in with blocks and leave a small vent at the top for smoke. Mix ore and coal about half and half: Ctrl+click coal and copper ore in the bag to blow a mix. Right click blows an even mix.' }, { id: 'copper', title: 'Molten copper', msg: 'Molten copper sinks to the bottom of the charge. Get it into a mold before it sets.', hint: 'Copper ore melts at 1085°C. An open fire loses too much heat, so wall coal and ore in with blocks and leave a small vent at the top for smoke. Mix ore and coal about half and half: Ctrl+click coal and copper ore in the bag to blow a mix. Right click blows an even mix.' },
+2 -1
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@@ -4,7 +4,7 @@ const BUILD_CATS = [
['Structure', ['wall', 'grate', 'gate']], ['Structure', ['wall', 'grate', 'gate']],
['Moving', ['belt', 'filter', 'tube']], ['Moving', ['belt', 'filter', 'tube']],
['Liquids', ['pipe', 'pump', 'outlet']], ['Liquids', ['pipe', 'pump', 'outlet']],
['Machines', ['fan', 'grinder', 'saw', 'silo']], ['Machines', ['fan', 'grinder', 'saw', 'press', 'silo']],
['Molds', ['ingotmold', 'bitmold', 'tankmold']], ['Molds', ['ingotmold', 'bitmold', 'tankmold']],
]; ];
const BUILD_ORDER = BUILD_CATS.flatMap(c => c[1]); const BUILD_ORDER = BUILD_CATS.flatMap(c => c[1]);
@@ -20,6 +20,7 @@ const PIECE_ICONS = {
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"/>', 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"/>',
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"/>', 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"/>',
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"/>', 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"/>',
press: '<path d="M5 3h14l-3 5H8zM12 8v5M5 13h14v3H5z"/><rect x="8" y="18" width="8" height="3"/>',
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"/>', 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"/>',
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"/>', 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"/>',
ingotmold: '<path d="M3 9h18l-2 7H5z"/><path d="M9.2 9l.8 7M14.8 9l-.8 7"/>', ingotmold: '<path d="M3 9h18l-2 7H5z"/><path d="M9.2 9l.8 7M14.8 9l-.8 7"/>',
+4 -3
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@@ -32,6 +32,7 @@ function howText(e) {
case 'alloy': return `${F} melted into molten copper and the two mixed.`; case 'alloy': return `${F} melted into molten copper and the two mixed.`;
case 'char': return `${F} got hot with no air to burn in, and charred.`; case 'char': return `${F} got hot with no air to burn in, and charred.`;
case 'refine': return `Ground out of ${f}.`; case 'refine': return `Ground out of ${f}.`;
case 'press': return `Pressed from ${f} by a Brick press.`;
case 'cut': return `Cut from ${f} by a saw.`; case 'cut': return `Cut from ${f} by a saw.`;
default: return ''; default: return '';
} }
@@ -92,9 +93,9 @@ function hoverInfo(ax, ay) {
if (mm.type === 'fan') { t2.push(mm.on ? 'on' : 'off · press F'); if (mm.hot > 760) { t2.push(`${mm.hot}°C · melts at 1085°C`); warn = 'too hot'; } } 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'; } }
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'); 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 ${SILO_CAP.toLocaleString('en-US')} grains of one material)`, mm.open ? 'gate open · F shuts it' : 'gate shut · F opens it');
} else if (isProcCode(b)) { } else if (isProcCode(b)) {
const s = procState.get((ay >> 2) * BW + (ax >> 2)), saw = b === BP_SAW; const s = procState.get((ay >> 2) * BW + (ax >> 2)), saw = b === BP_SAW, press = b === BP_PRESS;
t1 = saw ? 'Saw' : 'Grinder'; t1 = press ? 'Brick press' : saw ? 'Saw' : 'Grinder';
t2.push(s && s.blocked ? saw ? 'stopped: no room underneath; a belt there carries them away' : 'stopped: clear the space under it' : s && tick - s.busyT < 30 ? saw ? 'cutting' : 'grinding' : saw ? 'idle: drop stone rubble or wood chunks on top' : 'idle: drop rubble, gravel, sand or dirt on top', saw ? `${(stats.bricks || 0).toLocaleString('en-US')} stone blocks, ${(stats.planks || 0).toLocaleString('en-US')} planks cut` : `${(stats.refined || 0).toLocaleString('en-US')} ground, ${(stats.refinedOre || 0).toLocaleString('en-US')} ore found`); t2.push(s && s.blocked ? saw || press ? 'stopped: no room underneath; a belt there carries them away' : 'stopped: clear the space under it' : s && tick - s.busyT < 30 ? press ? 'pressing' : saw ? 'cutting' : 'grinding' : press ? 'idle: drop clay lumps on top' : saw ? 'idle: drop stone rubble or wood chunks on top' : 'idle: drop rubble, gravel, sand or dirt on top', press ? `${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`);
} else if (p === P_FILTER) { } else if (p === P_FILTER) {
const fb = ((ay / BS) | 0) * BW + ((ax / BS) | 0), pr = filterParts(filterInfo(fb)), ar = blockV[fb] & 128 ? '→' : '←'; const fb = ((ay / BS) | 0) * BW + ((ax / BS) | 0), pr = filterParts(filterInfo(fb)), ar = blockV[fb] & 128 ? '→' : '←';
t1 = 'Filter ' + ar; t2.push(`drops ${pr.drops}`, `carries ${pr.rides} ${ar}`, 'F to change · I shows all'); t1 = 'Filter ' + ar; t2.push(`drops ${pr.drops}`, `carries ${pr.rides} ${ar}`, 'F to change · I shows all');
+3 -3
View File
@@ -27,7 +27,7 @@ function renderNotebook() {
renderMarketTab(body); renderMarketTab(body);
} else if (nbTab === 'Materials') { } else if (nbTab === 'Materials') {
let rows = '', unknown = 0; let rows = '', unknown = 0;
const list = [DIRT, LDIRT, STONE, RSTONE, BARSB, PLANK, CLAY, LCLAY, WOOD, LWOOD, ACORN, CHARCOAL, SNOW, ICE, COALV, COAL, CUV, CUORE, FEV, FEORE, SAND, GRAVEL, GRANITE, RGRAN, BASALT, RBAS, const list = [DIRT, LDIRT, STONE, RSTONE, BARSB, PLANK, GREENB, BARBR, CLAY, LCLAY, WOOD, LWOOD, ACORN, CHARCOAL, SNOW, ICE, COALV, COAL, CUV, CUORE, FEV, FEORE, SAND, GRAVEL, GRANITE, RGRAN, BASALT, RBAS,
BRICK, RBRICK, GLASS, CULLET, COPPER, SCRCU, BARCU, IRON, SCRFE, BARFE, STEEL, SCRST, BARST, ASH, SLAG, MSLAG, WATER, STEAM, MAGMA, MCU, MFE, MST, MGL, FIRE, SMOKE, SNV, SNORE, TIN, MSN, SCRSN, BARSN, ZNV, ZNORE, ZINC, MZN, SCRZN, BARZN, AGV, AGORE, SILVER, MAG, SCRAG, BARAG, AUV, AUORE, GOLD, MAU, SCRAU, BARAU, BRONZE, MBZ, SCRBZ, BARBZ, BRASS, MBS, SCRBS, BARBS]; BRICK, RBRICK, GLASS, CULLET, COPPER, SCRCU, BARCU, IRON, SCRFE, BARFE, STEEL, SCRST, BARST, ASH, SLAG, MSLAG, WATER, STEAM, MAGMA, MCU, MFE, MST, MGL, FIRE, SMOKE, SNV, SNORE, TIN, MSN, SCRSN, BARSN, ZNV, ZNORE, ZINC, MZN, SCRZN, BARZN, AGV, AGORE, SILVER, MAG, SCRAG, BARAG, AUV, AUORE, GOLD, MAU, SCRAU, BARAU, BRONZE, MBZ, SCRBZ, BARBZ, BRASS, MBS, SCRBS, BARBS];
for (const m of list) { for (const m of list) {
if (!seen[m]) { unknown++; continue; } if (!seen[m]) { unknown++; continue; }
@@ -58,7 +58,7 @@ function orderName(o) { return `${o.who ? o.who + ': ' : ''}${o.qty.toLocaleStri
function orderLeft(o) { return Math.max(0, o.due - tick); } function orderLeft(o) { return Math.max(0, o.due - tick); }
const MARKET_GROUPS = [ const MARKET_GROUPS = [
['Raw', [COAL, LWOOD, ACORN, SAND, LCLAY, RGRAN, RBAS, CUORE, FEORE, SNORE, ZNORE]], ['Raw', [COAL, LWOOD, ACORN, SAND, LCLAY, RGRAN, RBAS, CUORE, FEORE, SNORE, ZNORE]],
['Bulk (builders)', [RSTONE, GRAVEL, BARSB, PLANK]], ['Bulk (builders)', [RSTONE, GRAVEL, BARSB, PLANK, GREENB, BARBR]],
['Refined', [CHARCOAL, RBRICK, CULLET, BARGL, SCRCU, SCRFE, SCRST, SCRSN, SCRZN, BARCU, BARSN, BARZN, BARFE, BARST]], ['Refined', [CHARCOAL, RBRICK, CULLET, BARGL, SCRCU, SCRFE, SCRST, SCRSN, SCRZN, BARCU, BARSN, BARZN, BARFE, BARST]],
['Alloys', [SCRBZ, SCRBS, BARBZ, BARBS]], ['Alloys', [SCRBZ, SCRBS, BARBZ, BARBS]],
['Precious', [AGORE, AUORE, SCRAG, SCRAU, BARAG, BARAU]], ['Precious', [AGORE, AUORE, SCRAG, SCRAU, BARAG, BARAU]],
@@ -182,7 +182,7 @@ function controlsHtml() {
const tools = [ const tools = [
['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.'], ['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.'],
['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."], ['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."],
['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.'], ['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.'],
['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.'], ['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.'],
['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.'], ['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.'],
]; ];
+1 -1
View File
@@ -34,7 +34,7 @@ const ICONS = {
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>', 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>',
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>', 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>',
}; };
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, 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,
SCRCU, SCRFE, SCRST, SCRSN, SCRZN, SCRAG, SCRAU, SCRBZ, SCRBS, ASH, SLAG, SNOW, WATER, MAGMA, MCU, MFE, MST, MGL, MSN, MZN, MAG, MAU, MBZ, MBS]; SCRCU, SCRFE, SCRST, SCRSN, SCRZN, SCRAG, SCRAU, SCRBZ, SCRBS, ASH, SLAG, SNOW, WATER, MAGMA, MCU, MFE, MST, MGL, MSN, MZN, MAG, MAU, MBZ, MBS];
const GAME = { const GAME = {
ctrl: false, ctrl: false,
+1 -1
View File
@@ -691,7 +691,7 @@ with sync_playwright() as p:
check('and Ctrl+Z swaps the belt back', ev(f'blockP[({bby} + 1) * BW + {bbx} - 4]') == ev('BP_BELT') and not ev(f"machines.some(m => m && m.type === 'fan' && m.x === ({bbx} - 4) * 4)"), ev('GAME.status')) check('and Ctrl+Z swaps the belt back', ev(f'blockP[({bby} + 1) * BW + {bbx} - 4]') == ev('BP_BELT') and not ev(f"machines.some(m => m && m.type === 'fan' && m.x === ({bbx} - 4) * 4)"), ev('GAME.status'))
# 7a. hopper blocks: the Machines tab has Grinder and Saw instead of the Refiner and Stone cutter; drag a row # 7a. hopper blocks: the Machines tab has Grinder and Saw instead of the Refiner and Stone cutter; drag a row
check('the Machines tab has Grinder and Saw but not the Refiner or Stone cutter', ev("(() => { const ids = BUILD_CATS.find(c => c[0] === 'Machines')[1]; return ids.includes('grinder') && ids.includes('saw') && !ids.includes('refiner') && !ids.includes('cutter'); })()")) check('the Machines tab has Grinder and Saw but not the Refiner or Stone cutter', ev("(() => { const ids = BUILD_CATS.find(c => c[0] === 'Machines')[1]; return ids.includes('grinder') && ids.includes('saw') && ids.includes('press') && !ids.includes('refiner') && !ids.includes('cutter'); })()"))
ev('money = 1000') ev('money = 1000')
ok = select('3', "piece().id === 'grinder'") ok = select('3', "piece().id === 'grinder'")
ev(f"for (let y = {(bby+3)*4}; y < {(bby+4)*4}; y++) for (let x = {(bbx-8)*4}; x < {(bbx+4)*4}; x++) if (!blockP[((y/4)|0)*BW + ((x/4)|0)]) setCell(y*W+x, EMPTY, 20, 0);") ev(f"for (let y = {(bby+3)*4}; y < {(bby+4)*4}; y++) for (let x = {(bbx-8)*4}; x < {(bbx+4)*4}; x++) if (!blockP[((y/4)|0)*BW + ((x/4)|0)]) setCell(y*W+x, EMPTY, 20, 0);")
+16 -1
View File
@@ -74,6 +74,21 @@ function feedHopper(m, n, bottom = 76, clearItems = true) {
for (let t = 0; t < 4; t++) { tick++; tickStamp++; procBlocksTick(); } for (let t = 0; t < 4; t++) { tick++; tickStamp++; procBlocksTick(); }
}`); }`);
} }
hopper('BP_PRESS'); run('stats.pressed = 0;'); feedHopper('LCLAY', 8);
check('a Brick press makes one green brick from eight clay lumps', run('stats.pressed === 1 && ents.length === 1 && ents[0].m === GREENB && ents[0].iy === 76 && seen[GREENB]'));
feedHopper('CUORE', 1);
check('a Brick press passes other grains through', run('mat[76*W+81] === CUORE && temp[76*W+81] === 60'));
check('two fired bricks build a brick wall block', run('WALL_OF[BARBR] === BRICK') && JSON.stringify(run('wallCost(BARBR, 16)')) === JSON.stringify([[run('BARBR'), 2]]));
hopper('BP_PRESS'); run('stats.pressed = 0;'); feedHopper('LCLAY', 7);
run('setCell(77*W+80, STONE, 20, 0); setCell(71*W+80, LCLAY, 20, 0); stamp[71*W+80] = 0; for (let k = 0; k < 8; k++) { tick++; tickStamp++; procBlocksTick(); }');
check('a press waits until a whole brick fits underneath', run('mat[71*W+80] === LCLAY && procState.get(18*BW+20).press === 7 && procState.get(18*BW+20).blocked && stats.pressed === 0'));
hopper('BP_PRESS', true); feedHopper('LCLAY', 8, 80);
check('a green brick drops below a press and Grinder stack', run('ents.length === 1 && ents[0].m === GREENB && ents[0].iy === 80'));
for (const heat of [1000, 500]) {
flatWorld(run, 240, 160, 100);
run(`spawnBar(GREENB, 80, 98, 0, 0, ${heat}); for (let k = 0; k < 2000; k++) { temp.fill(${heat}); simTick(); }`);
check(`a green brick at ${heat}°C ${heat === 1000 ? 'fires' : 'stays unfired'}`, run(`ents.length === 1 && ents[0].m === ${heat === 1000 ? 'BARBR' : 'GREENB'} && occ[ents[0].iy*W+ents[0].ix] === 1`));
}
hopper('BP_SAW'); feedHopper('RSTONE', 8); hopper('BP_SAW'); feedHopper('RSTONE', 8);
check('a Saw cuts eight stone grains into one stone block below', run('stats.bricks === 1 && ents[0].iy === 76')); check('a Saw cuts eight stone grains into one stone block below', run('stats.bricks === 1 && ents[0].iy === 76'));
hopper('BP_SAW'); feedHopper('LWOOD', 8); hopper('BP_SAW'); feedHopper('LWOOD', 8);
@@ -131,7 +146,7 @@ for (const [type, refund] of [['refiner', 120], ['cutter', 90], ['unknown', 0]])
// ---- builders' orders: bulk rubble, gravel and stone blocks at a few times a tiny price // ---- builders' orders: bulk rubble, gravel and stone blocks at a few times a tiny price
flatWorld(run, 240, 160, 100); flatWorld(run, 240, 160, 100);
run('seen[PLANK] = 0; seen[RSTONE] = 1; seen[GRAVEL] = 1; seen[BARSB] = 1; orders = []; ordersDone = 0;'); run('seen[BARBR] = 0; seen[PLANK] = 0; seen[RSTONE] = 1; seen[GRAVEL] = 1; seen[BARSB] = 1; orders = []; ordersDone = 0;');
const os = JSON.parse(run('JSON.stringify(Array.from({ length: 40 }, () => makeBuildersOrder()))')); const os = JSON.parse(run('JSON.stringify(Array.from({ length: 40 }, () => makeBuildersOrder()))'));
const okOrders = os.every(o => o && o.who === 'Builders' && [run('RSTONE'), run('GRAVEL'), run('SAND'), run('BARSB')].includes(o.m) && o.pay > 0 && o.pay < 400); const okOrders = os.every(o => o && o.who === 'Builders' && [run('RSTONE'), run('GRAVEL'), run('SAND'), run('BARSB')].includes(o.m) && o.pay > 0 && o.pay < 400);
check("builders post orders for rubble, gravel and stone blocks that pay a little", okOrders, os.slice(0, 4).map(o => `${o.qty} of ${o.m} for $${o.pay}`).join(', ')); check("builders post orders for rubble, gravel and stone blocks that pay a little", okOrders, os.slice(0, 4).map(o => `${o.qty} of ${o.m} for $${o.pay}`).join(', '));