Material menu for walls and molds, opened with F (t5)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-24 01:26:29 -04:00
co-authored by Claude Opus 5.5
parent edd9cdf940
commit da04e4e2a7
10 changed files with 89 additions and 14 deletions
+6
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@@ -205,6 +205,12 @@ above, including:
- **The to-do list is a kandown board.** `NOTES.md` became one task file per note in
`tasks/` (Todo for tasks, Backlog for discussions and ideas, Review for "done, please check").
The owner wanted a task tool built for AI agents.
- **Wall and mold materials have a menu (F).** It lists every wall material with what you have,
the cost and the heat it stands; R still cycles. The owner chose F to match the filter menu.
- **The camera's drift toward the pointer is a setting** ("Camera looks toward the pointer", on
by default). The owner doesn't like it.
- **Fog of war reveals by line of sight.** Unexplored ground is black with a soft edge; the sky
and the surface start seen. The owner chose line of sight over a plain circle around the bot.
## Ideas not built yet
+4 -4
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@@ -393,14 +393,14 @@ The notebook (N): milestones, market, wallet, blueprints, controls.
The tool hotbar and what is selected.
- functions: renderHotbar, toolId, steering, modShift, grainAt, selectTool, bagMaterials, mixList, ensureDropMat, piece
### src/ui/build-menu.js (101 lines)
### src/ui/build-menu.js (102 lines)
The build menu along the bottom: categories, piece tiles and their icons.
- functions: pieceIcon, catOf, selectBuildCat, cycleBuildCat, buildVariantChips, renderBuildBar, setupBuildBar
- variables: BUILD_CATS, BUILD_ORDER, PIECE_ICONS, lastBuildKey, lastBuildMenu
### src/ui/selection.js (236 lines)
### src/ui/selection.js (252 lines)
The selected tool and piece: R / Q / E, drill width, filter picker, the selection card, the bag panel.
- functions: pieceUsesWall, setDrillWidth, tuneUnderCursor, cycleItem, cycleWall, rotate, toggleCollect, pickFilterUnderCursor, toggleFilterMat, toggleCollectUnderCursor, setBrush, pieceV, pieceExtra, filterChoices, matList, filterParts, filterSentence, applyFilterRun, openFilterPicker, filterBlockAt, chipCost, pieceCostNow, renderSelCard, renderBag
- functions: pieceUsesWall, setDrillWidth, tuneUnderCursor, cycleItem, cycleWall, rotate, toggleCollect, pickFilterUnderCursor, toggleFilterMat, toggleCollectUnderCursor, setBrush, pieceV, pieceExtra, filterChoices, matList, filterParts, filterSentence, applyFilterRun, openFilterPicker, openWallPicker, filterBlockAt, chipCost, pieceCostNow, renderSelCard, renderBag
- variables: lastBagKey
### src/ui/info.js (170 lines)
@@ -412,7 +412,7 @@ Keyboard and mouse listeners.
- functions: isTyping
- variables: canvas
### src/ui/actions.js (242 lines)
### src/ui/actions.js (243 lines)
What input does: overlays, F, pick, copy / cut / paste, undo, building and tool use each frame. Which overlays are on, shown as a coloured frame round the screen and a named badge
- functions: updateOverlayUI, toggleLens, doInteract, pickUnderCursor, aimBlock, stampOrigin, selModeHeld, startPaste, stopSelectAndPaste, plural, piecesIn, doUndo, endRmbRecord, dragDirFor, blockLabel, primaryPress, primaryRelease, secondaryPress, toolTick
- variables: ovShown
+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
open or not verified. Keep each entry short; the git history has the details.
## 2026-10-24: t5 Material selection menu (Claude Code, Codex)
- Decided with the owner: F opens it for walls and molds, R keeps cycling.
- `src/ui/selection.js`: `openWallPicker` (a dialog of every wall material: what you have, the
cost for this piece, the heat it stands; owned first, unaffordable dimmed; glass says whether
it is from shards or bars); `pieceCostNow(P, m)` takes a material.
- `src/ui/actions.js`: F with a wall or mold piece opens it. `src/ui/build-menu.js`: the material
chip reads "· R · F" and opens it on click; placement help mentions F. `src/ui/notebook.js`:
Controls and Blueprints text. `src/styles/style.css`: `.wpick`.
- `test/play.py`: F and the chip open it, Brick picks RBRICK, R still cycles, molds have their own
menu and cost, it fits at 1280×800 and 900×700 (screenshots checked).
- Tests: `run_all.py --browser` pass, apart from the `t_smooth` half-resolution flake.
## 2026-10-24: t10 World name box for a new world (Claude Code, Codex)
- `src/shell.html`, `src/styles/style.css`: a Name box across the top of the New world panel.
+10
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@@ -315,6 +315,16 @@ input.text { background: var(--soot-0); border: 1px solid var(--soot-4); border-
@media (prefers-reduced-motion: reduce) {
.toast { animation: none; }
}
/* wall material picker */
.wpick { display: grid; grid-template-columns: repeat(2, minmax(0, 1fr)); gap: 6px; max-height: min(60vh, 490px); overflow-y: auto; padding: 2px; }
.wpick .wp { display: flex; align-items: flex-start; gap: 8px; text-align: left; padding: 8px; border-radius: 6px; border: 1px solid var(--soot-4); background: var(--soot-2); color: var(--bone); font: inherit; font-size: 12px; cursor: pointer; min-width: 0; }
.wpick .wp > span:last-child { min-width: 0; overflow-wrap: anywhere; }
.wpick .wp span span { display: block; color: var(--ash); margin-top: 3px; }
.wpick .wp.short { opacity: 0.55; }
.wpick .wp:hover { background: #2d2724; }
.wpick .wp.on { border-color: #e59a52; background: #33261c; }
.wpick .wp:focus-visible, [data-wall-picker]:focus-visible { outline: 2px solid #e59a52; outline-offset: 1px; }
[data-wall-picker] { cursor: pointer; }
/* filter picker */
.fpick { display: grid; grid-template-columns: repeat(auto-fill, minmax(150px, 1fr)); gap: 6px; max-height: min(52vh, 420px); overflow-y: auto; padding: 2px; }
.fpick .fp { display: flex; align-items: center; gap: 8px; text-align: left; padding: 7px 9px; border-radius: 6px; border: 1px solid var(--soot-4); background: var(--soot-2); color: var(--bone); font: inherit; font-size: 13px; cursor: pointer; }
+1
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@@ -35,6 +35,7 @@ function doInteract() {
GAME.editRun = run;
return;
}
if (toolId() === 'build' && pieceUsesWall(piece())) { openWallPicker(); return; }
if (toolId() === 'build' && piece().filter) { openFilterPicker(Object.assign({}, GAME.filterCfg, { dir: GAME.pieceDir.filter || 0 }), f => { GAME.filterCfg = { m: f.m, inv: f.inv }; GAME.pieceDir.filter = f.dir; }, 'New filters'); return; }
let msg = '';
outer: for (let r = 0; r <= 2; r++) for (let dy = -r; dy <= r; dy++) for (let dx = -r; dx <= r; dx++) {
+3 -2
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@@ -48,7 +48,7 @@ function buildVariantChips(P) {
const dirChip = !P.dirs ? '' : dragging ? `<span class="chip ok">${glyph(P.dirs[GAME.dragDir])} ${esc(P.dirs[GAME.dragDir])} · from your drag</span>` : `<span class="chip hot">${glyph(dir)} ${esc(dir)} · R</span>`;
const fc = GAME.filterCfg;
const sws = ms => ms.slice(0, 6).map(m => `<span class="sw" style="display:inline-block;vertical-align:-2px;width:9px;height:9px;margin-right:2px;background:${rgbOf(m)}"></span>`).join('') + (ms.length > 6 ? `+${ms.length - 6}` : '');
return pieceUsesWall(P) ? `<span class="chip hot"><span class="sw" style="display:inline-block;vertical-align:-2px;width:9px;height:9px;margin-right:4px;background:${rgbOf(WALL_OF[GAME.wallMat])}"></span>${esc(MD[WALL_OF[GAME.wallMat]].name.toLowerCase())} · R</span>`
return pieceUsesWall(P) ? `<button class="chip hot" data-wall-picker><span class="sw" style="display:inline-block;vertical-align:-2px;width:9px;height:9px;margin-right:4px;background:${rgbOf(WALL_OF[GAME.wallMat])}"></span>${esc(MD[WALL_OF[GAME.wallMat]].name.toLowerCase())} · R · F</button>`
: P.filter ? `<span class="chip hot">${fc.inv ? 'carries' : 'drops'} ${fc.m.length ? sws(fc.m) : 'nothing'} · F</span>${dirChip}`
: dir ? dirChip : '';
}
@@ -78,7 +78,7 @@ function renderBuildBar() {
if (!tip) return;
const size = tip.kind === 'machine' ? `${tip.bw}×${tip.bh} blocks` : tip.kind === 'mold' ? `${MOLDS[tip.mold].bw}×${MOLDS[tip.mold].bh} blocks` : '1 block';
pop.innerHTML = `<div class="bb-title">${pieceIcon(tip.id)}<b>${esc(tip.name)}</b></div><div class="bb-chips">${chipCost(pieceCostNow(tip))}<span class="chip">${size}</span>${tip.power ? `<span class="chip">${tip.power} power</span>` : ''}</div>
<div class="bb-desc">${esc(tip.desc)}</div><div class="bb-place"><b>How to place</b> ${tip.kind === 'block' ? 'Drag for a line, Shift-drag for a rectangle; out of reach becomes ghosts.' : 'Click to place.'}${tip.dirs && tip.kind === 'block' ? ' A dragged line runs the way you drag it; a single click uses <kbd>R</kbd>.' : tip.dirs ? ' <kbd>R</kbd> turns it.' : pieceUsesWall(tip) ? ' <kbd>R</kbd> picks the material.' : ''}</div>
<div class="bb-desc">${esc(tip.desc)}</div><div class="bb-place"><b>How to place</b> ${tip.kind === 'block' ? 'Drag for a line, Shift-drag for a rectangle; out of reach becomes ghosts.' : 'Click to place.'}${tip.dirs && tip.kind === 'block' ? ' A dragged line runs the way you drag it; a single click uses <kbd>R</kbd>.' : tip.dirs ? ' <kbd>R</kbd> turns it.' : pieceUsesWall(tip) ? ' <kbd>R</kbd> cycles materials; <kbd>F</kbd> opens the material menu.' : ''}</div>
${tip.filter ? `<div class="bb-place">New ones will ${esc(filterSentence(GAME.filterCfg))}. <kbd>F</kbd> sets materials and mode (or click materials in the bag, or <kbd>T</kbd> over one); <kbd>F</kbd> on a placed filter changes its whole row.</div>` : ''}
<div class="bb-place">hold <kbd>G</kbd> replace · <kbd>Ctrl</kbd>+<kbd>Z</kbd> undo · right click take back · middle mouse pick · hold <kbd>C</kbd>/<kbd>X</kbd> copy/cut · <kbd>V</kbd> paste</div>`;
const tile = bar.querySelector(`[data-piece="${tip.id}"]`); if (!tile) { pop.hidden = true; return; }
@@ -86,6 +86,7 @@ function renderBuildBar() {
pop.style.left = `${Math.max(8, Math.min(innerWidth - w - 8, r.left + r.width / 2 - w / 2)) - br.left}px`;
}
function setupBuildBar() {
$('selcard').addEventListener('click', e => { if (e.target.closest('[data-wall-picker]')) openWallPicker(); });
const bar = $('buildbar'); if (!bar) return;
bar.addEventListener('click', e => {
const t = e.target.closest('[data-cat],[data-piece]'); if (!t) return;
+2 -2
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@@ -41,7 +41,7 @@ function renderNotebook() {
let h = '<p class="note">Everything you build snaps to a grid of 4×4-grain blocks. Pieces only move, hold, blow or sense material; every change to the material itself comes from heat. Select pieces with the Build tool (3). Hover a tile for its cost, full description and placement help. Your bot flies straight through anything you build.</p><div class="cards">';
for (const P of PIECES) {
if (P.hidden) continue;
const cost = P.kind === 'mold' ? `${MOLDS[P.mold].walls} grains of wall material (R picks it)` : P.code === BP_WALL ? '16 grains of rubble, lumps or chunks, or 2 bars' : costText(P.cost, 1);
const cost = P.kind === 'mold' ? `${MOLDS[P.mold].walls} grains of wall material (R cycles, F opens the menu)` : P.code === BP_WALL ? '16 grains of rubble, lumps or chunks, or 2 bars' : costText(P.cost, 1);
const afford = P.kind === 'mold' || P.code === BP_WALL ? true : canAfford(P.cost, 1);
const size = P.kind === 'machine' ? `${P.bw}×${P.bh}` : P.kind === 'mold' ? `${MOLDS[P.mold].bw}×${MOLDS[P.mold].bh}` : '1×1';
h += `<div class="card"><div class="h"><span>${esc(P.name)}</span><span class="chip ${afford ? 'ok' : ''}">${P.power ? esc(P.power + ' power') : P.id === 'wheel' || P.id === 'engine' ? 'makes power' : size + (size === '1×1' ? ' block' : ' blocks')}</span></div><div class="p">${esc(P.desc)}</div><div class="p">Cost: ${esc(cost)}</div></div>`;
@@ -169,7 +169,7 @@ function copyCode(code) {
function controlsHtml() {
const kb = [
['Fly', 'W A S D'], ['Boost while flying', 'Shift'], ['Tool modifier (while not flying)', 'Shift'], ['Use tool', 'Left mouse'], ['Second action', 'Right mouse'],
['Tools', '1 – 4'], ['Cycle what you blow · piece', 'Q / E'], ['Switch build tab', 'Shift + Q / E'], ['Variant: material · direction · flip', 'R'],
['Tools', '1 – 4'], ['Cycle what you blow · piece', 'Q / E'], ['Switch build tab', 'Shift + Q / E'], ['Variant: material · direction · flip', 'R'], ['Wall or mold material menu (Build)', 'F'],
['Tick/untick what is under the cursor (Vacuum)', 'R or T'], ['Nozzle or brush size', '[ ] or Shift + wheel'],
['Replace what is built (Build)', 'Hold G'], ['Copy a box of what you built', 'Hold C, drag'], ['Cut a box (refunded, paste it back)', 'Hold X, drag'], ['Paste again', 'V'], ['Undo building', 'Ctrl + Z'], ['Blueprint library', 'B'], ['Zoom', 'Mouse wheel'], ['Interact (gates, molds, fans, filters)', 'F'], ['Thermal lens', 'H'], ['Info overlay: filters, belt and tube directions', 'I'], ['Bot lamp', 'L'],
['Pick the piece under the cursor (with its direction and settings)', 'Middle mouse'], ['Notebook', 'N'], ['Clear all blueprint ghosts', 'Delete'], ['Save', 'Ctrl + S'], ['Pause · menu', 'Esc'], ['Mute', 'M'],
+20 -4
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@@ -138,11 +138,27 @@ function openFilterPicker(cur, onDone, title) {
box.querySelectorAll('[data-m]').forEach(b => b.onclick = () => { const m = +b.dataset.m; if (sel.has(m)) sel.delete(m); else sel.add(m); playSfx('ui'); sync(); });
sync();
}
function openWallPicker() {
const P = piece(), title = P.kind === 'mold' ? `${P.name} material` : 'Wall material';
const list = WALL_LIST.filter(m => bag[m] > 0).concat(WALL_LIST.filter(m => !bag[m]));
const body = `<div class="wpick" role="radiogroup" aria-label="${esc(title)}">${list.map(m => {
const d = MD[WALL_OF[m]], cost = pieceCostNow(P, m), on = m === GAME.wallMat;
// two sources build the same wall (glass from shards or from bars): say which
const name = WALL_LIST.filter(k => WALL_OF[k] === WALL_OF[m]).length > 1 ? `${d.name} from ${MD[m].name.toLowerCase()}` : d.name;
const heat = d.ign ? `burns at ${fmtT(d.ign)}` : d.melt ? `melts at ${fmtT(d.melt)}` : "won't melt";
return `<button class="wp${on ? ' on' : ''}${canAfford(cost, 1) ? '' : ' short'}" role="radio" aria-checked="${on}" data-wall="${m}"><span class="sw" style="background:${rgbOf(WALL_OF[m])}"></span><span><b>${esc(name)}</b><span>you have ${bag[m].toLocaleString('en-US')}${PH[m] === PH_ITEM ? ` ${esc(MD[m].name.toLowerCase())}${bag[m] === 1 ? '' : 's'}` : ''}</span><span>cost: ${esc(costText(cost, 1))}</span><span>${heat}</span></span></button>`;
}).join('')}</div>`;
dialog(title, body, [{ label: 'Cancel' }]);
$('dlg-body').querySelectorAll('[data-wall]').forEach(b => b.onclick = () => {
GAME.wallMat = +b.dataset.wall; closeModal('m-dialog'); playSfx('ui'); hudDirty = true; lastBagKey = '';
setStatus(`${P.kind === 'mold' ? P.name : 'Walls'}: ${MD[WALL_OF[GAME.wallMat]].name.toLowerCase()}.`, 'info');
});
}
function filterBlockAt(x, y) { if (x < 0 || y < 0 || x >= W || y >= H) return -1; const b = ((y / BS) | 0) * BW + ((x / BS) | 0); return blockP[b] === BP_FILTER ? b : -1; }
function chipCost(cost) { const ok = canAfford(cost, 1); return `<span class="chip ${ok ? 'ok' : 'bad'}">${esc(costText(cost, 1))}</span>`; }
function pieceCostNow(P) {
if (P.kind === 'mold') return wallCost(GAME.wallMat, MOLDS[P.mold].walls);
if (P.kind === 'block' && P.code === BP_WALL) return wallCost(GAME.wallMat, BS * BS);
function pieceCostNow(P, m = GAME.wallMat) {
if (P.kind === 'mold') return wallCost(m, MOLDS[P.mold].walls);
if (P.kind === 'block' && P.code === BP_WALL) return wallCost(m, BS * BS);
return P.cost;
}
function renderSelCard() {
@@ -176,7 +192,7 @@ function renderSelCard() {
h = '<div class="row"><span class="name grow">Build</span></div>'
+ (chips ? `<div class="row" style="flex-wrap:wrap;gap:4px">${chips}</div>` : '')
+ '<div class="sub">Place pieces from the menu below. Drag for a line, <kbd>Shift</kbd>-drag for a box; out of reach becomes ghosts.</div>'
+ '<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 · 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>';
+ '<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') {
ensureDropMat();
const m = GAME.dropMat, f = GAME.lmb ? GAME.vacFilter : 0;
+9 -2
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@@ -1,9 +1,16 @@
---
id: t5
title: Material selection menu
status: Todo
status: Review
created: 2026-10-24
updated: 2026-10-24T04:41:45Z
updated: 2026-10-24T05:26:29Z
order: 0
report: |
(agent) New material menu for walls and molds. With the Build tool on a wall block or a mold,
press F (or click the material chip on the Build card) to open it. Each material shows how
much you have, what this piece costs in it and the heat it stands (melts at / burns at /
won't melt). Ones you have come first; ones you can't afford are dimmed. R still cycles.
To check: Build (3), Wall block, F, pick Clay. Then a mold piece, F again.
---
## Context
+21
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@@ -342,6 +342,23 @@ with sync_playwright() as p:
check('the build tool card describes the build tool, not the piece', pg.inner_text('#selcard .name') == 'Build' and 'menu below' in card and ev('piece().name') not in card and ev("costText(pieceCostNow(piece()), 1) || 'free'") not in card and ev('piece().desc') not in card, card[:160])
check('the build menu has no status row', pg.locator('#buildbar .bb-status').count() == 0)
check('the build menu has no short description row', pg.locator('.bb-tip').count() == 0)
pg.keyboard.press('f'); settle(120)
check('F opens all wall materials', pg.is_visible('#m-dialog') and 'material' in pg.inner_text('#dlg-title') and pg.locator('.wp').count() == ev('WALL_LIST.length'))
check('wall material selection and costs match the build card', ev("[...document.querySelectorAll('.wp')].every(b => b.getAttribute('aria-checked') === String(+b.dataset.wall === GAME.wallMat) && b.classList.contains('short') === !canAfford(pieceCostNow(piece(), +b.dataset.wall), 1) && b.textContent.includes(costText(pieceCostNow(piece(), +b.dataset.wall), 1)))"))
check('owned wall materials come first', ev("[...document.querySelectorAll('.wp')].map(b => +b.dataset.wall).join() === WALL_LIST.filter(m => bag[m] > 0).concat(WALL_LIST.filter(m => !bag[m])).join()"))
for width, height, suffix in [(1280, 800, ''), (900, 700, '-900')]:
pg.set_viewport_size({'width': width, 'height': height}); settle(120)
check(f'wall picker fits at {width}', ev("$('dlg-body').scrollWidth <= $('dlg-body').clientWidth && document.querySelector('.wpick').scrollWidth <= document.querySelector('.wpick').clientWidth"))
pg.screenshot(path=str(out / f'wall-picker{suffix}.png'))
pg.set_viewport_size({'width': 1280, 'height': 800})
pg.click(f'.wp[data-wall="{ev("RBRICK")}"]'); settle(120)
check('choosing Brick closes the material menu', ev("GAME.wallMat === RBRICK && $('m-dialog').hidden"))
pg.keyboard.press('r'); settle(120)
check('R still cycles after picking a material', ev('GAME.wallMat !== RBRICK'))
pg.click('#selcard [data-wall-picker]'); settle(120)
check('the material chip opens the menu', pg.is_visible('#m-dialog'))
pg.click('#dlg-foot button'); settle(120)
ev('GAME.wallMat = RSTONE; hudDirty = true')
for id in ['wall', 'grate']:
pg.hover(f'#buildbar [data-piece="{id}"]'); settle(120)
check(f'hover shows the full {id} description and name', pg.is_visible('#bb-pop') and pg.inner_text('#bb-pop .bb-title') == ev(f'PIECE_BY_ID.{id}.name') and pg.inner_text('#bb-pop .bb-desc') == ev(f'PIECE_BY_ID.{id}.desc'))
@@ -405,6 +422,9 @@ with sync_playwright() as p:
# 6. ingot mold: click to place, pour, bars drop below, vacuum them
ok = select('3', "piece().id === 'ingotmold'")
check('E cycles to the ingot mold', ok)
pg.keyboard.press('f'); settle(120)
check('molds have a named material menu and their own cost', pg.inner_text('#dlg-title') == ev("piece().name + ' material'") and ev("[...document.querySelectorAll('.wp')].every(b => b.textContent.includes(costText(wallCost(+b.dataset.wall, MOLDS[piece().mold].walls), 1)))"))
pg.click('#dlg-foot button'); settle(120)
spot = ev(f'''(() => {{ for (let dx = -2; dx <= 10; dx++) for (let dy = 6; dy < 14; dy++) {{ const ox = {bbx} + dx, oy = {bby} - dy; if (!canPlaceMold('ingot', ox - 1, oy) && [0, 1, 2].every(k => entFreeAt((ox - 1) * 4 + 1 + k * 4, oy * 4 + MOLDS.ingot.h)) && inReach(ox * 4 + 8, oy * 4 + 2)) return [ox, oy]; }} return null; }})()''')
check('found a spot for the mold', spot is not None)
mx, my = blk(spot[0], spot[1])
@@ -417,6 +437,7 @@ with sync_playwright() as p:
check('bars set and drop on their own', ev("ents.length === 3 && molds[0].state === 'short' && molds[0].ready.length === 0"), ev('[molds[0].state, ents.length]'))
pg.screenshot(path=str(out / '05-mold-ready.png'))
check('three bars drop below the mold without F', ev('ents.every(e => e.m === BARCU && e.iy >= molds[0].y + molds[0].h)'), ev('ents.map(e => [e.ix, e.iy])'))
pg.keyboard.press('2'); settle(60)
ev("GAME.status = ''; GAME.statusT = 0"); n_toasts = ev("$('toasts').children.length")
pg.mouse.move(*cell_to_screen(ev('molds[0].x') + 3, ev('molds[0].y') + 3)); settle(150); pg.keyboard.press('f'); settle(150)
check('F on an ingot mold says nothing', ev('GAME.status') == '' and ev("$('toasts').children.length") == n_toasts, ev('GAME.status'))